- What I need:
Your help mapping out BSP Shader Locations
What
[Recruitment] BSP Shader Location Mapping
- JacksonCougAr
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[Recruitment] BSP Shader Location Mapping
BSP Shader Location Mapping
Last edited by JacksonCougAr on Sat Jun 23, 2007 8:08 pm, edited 1 time in total.
This sounds fun and intriguing but half the time, the name of the shader gives away where it's location could be. Although this would do the job as precise as I can see. Good luck. If I get some free time I might join in the fun for atleast one map.
Edit* Shouldn't this be in the project recruitment area?
Edit* Shouldn't this be in the project recruitment area?

- JacksonCougAr
- Posts: 2333
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- Location: Canada
- Contact:
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- JacksonCougAr
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- Joined: Fri Jan 12, 2007 1:56 pm
- Location: Canada
- Contact:
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- JacksonCougAr
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- ExileDestruction
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- JacksonCougAr
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- DarkShallFall
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- JacksonCougAr
- Posts: 2333
- Joined: Fri Jan 12, 2007 1:56 pm
- Location: Canada
- Contact:
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- JacksonCougAr
- Posts: 2333
- Joined: Fri Jan 12, 2007 1:56 pm
- Location: Canada
- Contact:
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- DarkShallFall
- Posts: 1992
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- Location: MI, USA
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yea I was planning on doing that, but right now h2s works with decompiled tags and I havent touched h2core since like a few weeks after we released the last version >_<Darkshallfall wrote:I had an idea a while back that your bsp viewer would have a bitmap inject feature then u hit refresh to see how it looks.
so right now im kinda working on a new app that will only do the basics of rendering then we can get some shader info output on it as well
- DarkShallFall
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You know there is a much easier way then testing every single shader right?
When I needed to do this for Headlong I just wrote the name of the shader on each bitmap, then when i played it I could see what went where because the shader name was written on it.
I did this a few times, wrote the shader names on, then skinned the bitmaps while checking what went where by looking at the tv screen.
Haha so much easier dude.. Tedious writing the names on the bitmaps but is a lot easier in the long run.
When I needed to do this for Headlong I just wrote the name of the shader on each bitmap, then when i played it I could see what went where because the shader name was written on it.
I did this a few times, wrote the shader names on, then skinned the bitmaps while checking what went where by looking at the tv screen.
Haha so much easier dude.. Tedious writing the names on the bitmaps but is a lot easier in the long run.
- DarkShallFall
- Posts: 1992
- Joined: Fri Jan 20, 2006 2:49 pm
- Location: MI, USA
- Contact:
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