Fuzzy screens, reflective floors Created 20 years ago2003-12-08 09:30:32 UTC by Vassy Vassy

Created 20 years ago2003-12-08 09:30:32 UTC by Vassy Vassy

Posted 20 years ago2003-12-08 09:30:32 UTC Post #6964
I've asked this 1st q. before but I'll ask again: How did gearbox make the camera screens fuzzy in bshift? I know it's a sprite but I can't find it anywhere in bshift/sprites. I know it's a sprite because I noclipped to see the filmed rooms close up.

Second, how did they make the scientists reflect in blue shift's intro? In the small lab on the left when you're on the tram. I know how to make furniture etc. reflect, but how do I make scientists reflect? I noclipped again and found that the reflections aren't solid. How did they do this?
Posted 20 years ago2003-12-08 10:09:27 UTC Post #6967
Maybe it?s just another monster_entity the is made downwards and has the same Scripted Sequences that the Scientist... And also walks on the ceiling, just like those red monsters.
And I don?t know about that... But I can come up with something REALLY stupid... A func_wall with a fuzzy animated texture set to semi-transparent and the camera inside. If it moves a func_tracktrain with the same settings... Stupid, ain?t it?.
Posted 20 years ago2003-12-08 13:08:49 UTC Post #6971
(dont hit me) decompile it and check
Posted 20 years ago2003-12-08 13:16:12 UTC Post #6973
Yes, I think that would be a good idea. A very good idea.
Posted 20 years ago2003-12-08 15:09:51 UTC Post #6975
Ah! Slight problem.....none of the blue shift bsp files will decompile. I always get an error from it, something like Odd lump size. Anyone know why? And how I can decompile it, that would help.
Posted 20 years ago2003-12-08 15:57:59 UTC Post #6979
Quote myself:

Shiny floors:Tut on the verc
http://collective.valve-erc.com/index.php?doc=1057998335-32647500

And fuzzy cameras:env_sprite in front of the camera. Or as malboro said, the func wall could work
Posted 20 years ago2003-12-08 16:02:25 UTC Post #6982
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