Colour Mod and Slomo Created 18 years ago2006-01-20 11:29:01 UTC by Strider Strider

Created 18 years ago2006-01-20 11:29:01 UTC by Strider Strider

Posted 18 years ago2006-01-20 11:29:01 UTC Post #158749
Does anyone know where i can find tutorials on how to use the colour mod (like when the game first starts, but whatever colours i want) and the Game-speed modifier thingy to make it go in slomo or fastforward? I'm hopless at doing the niggly bits in source. Any help would be much appreciated, ta.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-20 13:16:34 UTC Post #158758
Requires coding for the slow mo aka .cfg...
You can edit the vmf I believe but check on wiki.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-21 04:10:43 UTC Post #158860
Colour mod is probably a shader call, but it has to be instanced from the code, ie garrymod's implementation.

Speed modifiers can probably be done with cl_ or sv_ commands.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-01-21 07:04:53 UTC Post #158867
you can control the slomo from a function within hammer im pretty sure, alot of source mods use it, aswell as the colour mod thingy, ill check Wiki again but i dont think it was very helpful last time i checked
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-21 07:57:21 UTC Post #158868
right ive got the slomo part sorted, the console command is host_timescale and you can trigger it in-game through a point_clientcommand and YAY! Slomo! But im still trying to work on the colour thingy, does anyone know how valve triggered it for the start sequence, that could help me understand it a bit more.

EDIT: i know now you can do black and white with mat_yuv i think it is, but writing my own colour thingy like valve did fir the intro is my main concern now so if anyone knows - please help
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-21 08:34:23 UTC Post #158869
Decompile the train travel map.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-21 08:41:10 UTC Post #158870
Yeah ill take a look once hl has update, doesnt it come with the sdk anyway as an example map?
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-21 11:39:13 UTC Post #158901
No need to decompile it cause Valve gave it away in the sdkcontent/hl2/maps folder.

They used overlays and cameras.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-21 12:32:41 UTC Post #158907
How?
Tell me cuz I also wonder!
And I'm no good at figguring out entity setups by just seing the entities so how did they set it up?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-01-21 12:43:44 UTC Post #158913
so that screen overlay effect uses what?... Material shaders to create those weird colour effects? i looked at that map and theres a million entities all over the start area controlling the sequence - i got bloody confused!
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-21 12:47:31 UTC Post #158914
Hm I forgot but something like an animated env_overlay triggered on.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-21 12:52:57 UTC Post #158916
yeah ive experimented with that before, just had that jelly-like texture overlayed onto the screen, i cant seem to find anything to do with colour alteration but i shall delve deeper...
Strider StriderTuned to a dead channel.
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