Push/Pull effect -1 reply

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edeholland

The Internet ends at GF

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12th February 2009

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#1 9 years ago

When you use push or pull a circle appears that deforms the environment as if you were looking at it through a glass of water. Now is there a way you can use that effect in a shader, for example for glass?




AshuraDX

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10th May 2009

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#2 9 years ago
edeholland;4939983When you use push or pull a circle appears that deforms the environment as if you were looking at it through a glass of water. Now is there a way you can use that effect in a shader, for example for glass?

search through the shader files of the game you might find the shader and then you can copy the coding from the shader and paste it in your new shader (of course you have to edit it)




Raz0r

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27th September 2006

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#3 9 years ago

I'm pretty sure that's done with coding. I do recall seeing a bunch of code about the push/pull refraction effect.




Jonny2199

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18th September 2005

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#4 9 years ago

The force push effect is controlled by a picture (assets1.pk3/gfx/effects/forcepush) and a .efx file which controls the size etc (assets1.pk3/effects/force/pushblur). The only way I can think of making a distorting piece of glass is a custom-made shader. Maybe try taking the forcepush picture from assets1.pk3 and 'applying' it to a glass texture already made, using a similar technique to making a glow shader. I'm no shader expert, but find a skin on jk3files.com with glow and see how the author did it on that to get the basic idea if you're stuck.




Guest

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#5 9 years ago

Actually, through experimenting with the efx and gfx files I've found that assets1.pk3/gfx/effects/forcepush.tga is actually the blur around characters when they get pushed. Also assets1.pk3/effects/force/pushblur.efx is completely pointless as far as I know, it is not either the pushing effect or the being pushed effect. Sorry mate, as far as I know, there is no easy way to create the zoom effect created in-game.




AshuraDX

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10th May 2009

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#6 9 years ago

In the KOTF launcher you can disable the force push/pull effect and the grip effect I wonder how that works ?




edeholland

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12th February 2009

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#7 9 years ago

Well, grip is simply an image in gfx/effects (black out to make invisible), but it seems the push distortion is more complex to disable.




N-7

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21st September 2007

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#8 9 years ago
-=*Ráz0r*=-;4940130I'm pretty sure that's done with coding. I do recall seeing a bunch of code about the push/pull refraction effect.

Yup, part of it is coding (cg_players.c / CG_ForcePushBlur), part of it is the refraction shader to be found in effects.shader.

And the effect can be disabled by setting cg_renderToTextureFx to 0.




loda

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18th March 2005

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#9 9 years ago
edeholland;4940236Well, grip is simply an image in gfx/effects (black out to make invisible), but it seems the push distortion is more complex to disable.

the red grip effect is done with coding also, not an image.




Guest

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#10 9 years ago

Actually its a mix of coding and an image, the assets1.pk3/gfx/effects/forcepush.tga file is used, then coding dyes it red.




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