Talk:Aftershock: Difference between revisions

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(Created page with 'The second sentence and the Note exactly contradict each other. ~~~~')
 
m (Nesciuse moved page Talk:Multipage Base Pages Temp Storage/Aftershock to Talk:Aftershock without leaving a redirect: Moving back to proper place)
 
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The second sentence and the Note exactly contradict each other. [[User:Thelonesoldier|Thelonesoldier]] 10:22, 2 February 2011 (UTC)
The second sentence and the Note exactly contradict each other. [[User:Thelonesoldier|Thelonesoldier]] 10:22, 2 February 2011 (UTC)
I can't picture this effect at all. A screenshot of it, and of the model used, would really help. --[[user:TomEdwards|TomEdwards]] 16:54, 2 February 2011 (UTC)
:Does anyone even know where it's being used by valve? I just looked at the code to fix the page; I have no clue if it's used anywhere... --[[User:Biohazard 90|Biohazard]] 17:12, 2 February 2011 (UTC)
:: Presumably at the end of Ep2. --[[user:TomEdwards|TomEdwards]] 18:39, 2 February 2011 (UTC)
:::I got it now, it's actually at the very beginning of ep2; this is just what creates the refraction of the <span style="background-color:#aaaaaa;color:#aaaaaa;">portal-storm</span>. I don't think that effect is used anywhere near the end, not sure. --[[User:Biohazard 90|Biohazard]] 19:25, 2 February 2011 (UTC)
== recent edits ==
It does '''not''' support 'outline' or 'detail', please check your shader source. Just taking a look at the material params proves that:
<pre> info.m_nColorTint = COLORTINT;
info.m_nRefractAmount = REFRACTAMOUNT;
info.m_nBumpmap = NORMALMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
info.m_nSilhouetteThickness = SILHOUETTETHICKNESS;
info.m_nSilhouetteColor = SILHOUETTECOLOR;
info.m_nGroundMin = GROUNDMIN;
info.m_nGroundMax = GROUNDMAX;
info.m_nBlurAmount = BLURAMOUNT;
info.m_nTime = TIME;</pre>
'''refractamount''' is not an effect, it belongs to '''normalmap'''. And anyway, I'm not too sure about the correctness of the term ''effect'' in these cases in general, but all shaders are described like that... --[[User:Biohazard 90|Biohazard]] 10:03, 7 February 2011 (UTC)

Latest revision as of 16:01, 15 July 2024

The second sentence and the Note exactly contradict each other. Thelonesoldier 10:22, 2 February 2011 (UTC)

I can't picture this effect at all. A screenshot of it, and of the model used, would really help. --TomEdwards 16:54, 2 February 2011 (UTC)

Does anyone even know where it's being used by valve? I just looked at the code to fix the page; I have no clue if it's used anywhere... --Biohazard 17:12, 2 February 2011 (UTC)
Presumably at the end of Ep2. --TomEdwards 18:39, 2 February 2011 (UTC)
I got it now, it's actually at the very beginning of ep2; this is just what creates the refraction of the portal-storm. I don't think that effect is used anywhere near the end, not sure. --Biohazard 19:25, 2 February 2011 (UTC)

recent edits

It does not support 'outline' or 'detail', please check your shader source. Just taking a look at the material params proves that:

		info.m_nColorTint = COLORTINT;
		info.m_nRefractAmount = REFRACTAMOUNT;

		info.m_nBumpmap = NORMALMAP;
		info.m_nBumpFrame = BUMPFRAME;
		info.m_nBumpTransform = BUMPTRANSFORM;

		info.m_nSilhouetteThickness = SILHOUETTETHICKNESS;
		info.m_nSilhouetteColor = SILHOUETTECOLOR;
		info.m_nGroundMin = GROUNDMIN;
		info.m_nGroundMax = GROUNDMAX;
		info.m_nBlurAmount = BLURAMOUNT;

		info.m_nTime = TIME;

refractamount is not an effect, it belongs to normalmap. And anyway, I'm not too sure about the correctness of the term effect in these cases in general, but all shaders are described like that... --Biohazard 10:03, 7 February 2011 (UTC)