Difference between revisions of "Talk:Pyroland"

From Team Fortress Wiki
Jump to: navigation, search
(Mechanics behind the view filter)
Line 11: Line 11:
  
 
I'm interested in knowing the method in which the Pyrovision modifies the view of the world. As far as I know so far, the filters use pixel shaders (I'm guessing, since a post on the Steam forums by a Valve employee made reference to starting TF2 with -dxlevel 100 to try and fix issues with Pyrovision, and this was apparently related to "Pixel Shader 3.0") and are enabled on a whitelist (thanks to this page). Does anyone else have any more info? No world texture replacements are involved in the filtering, but it would be cool to be able to find which files are utilised by the shader to recolour the terrain so that new textures with the colours baked in could potentially be made. These could be used by custom maps if a map maker wanted to create a level around the concept of Pyroland. --[[User:X6herbius|X6herbius]] 15:43, 28 June 2012 (PDT)
 
I'm interested in knowing the method in which the Pyrovision modifies the view of the world. As far as I know so far, the filters use pixel shaders (I'm guessing, since a post on the Steam forums by a Valve employee made reference to starting TF2 with -dxlevel 100 to try and fix issues with Pyrovision, and this was apparently related to "Pixel Shader 3.0") and are enabled on a whitelist (thanks to this page). Does anyone else have any more info? No world texture replacements are involved in the filtering, but it would be cool to be able to find which files are utilised by the shader to recolour the terrain so that new textures with the colours baked in could potentially be made. These could be used by custom maps if a map maker wanted to create a level around the concept of Pyroland. --[[User:X6herbius|X6herbius]] 15:43, 28 June 2012 (PDT)
 +
: For some of the props it looks like they used the same method used for paint. [[User:Balladofwindfishes|Balladofwindfishes]] 15:45, 28 June 2012 (PDT)

Revision as of 22:45, 28 June 2012

"All custom maps get half the effect"

...What is that supposed to mean? —BobMathrotus 08:31, 28 June 2012 (PDT)

I THINK its because non-official maps don't get the textures for the level, but all the sounds still play and the health is cake, etc. I could be wrong though Redjarman 12:03, 28 June 2012 (PDT)

Floating animals

I would just like to point out that the animals in the gallery, who all currently seems to be called "Kitteh", are not all kittens. One of them seems to be a kitten, one of them a puppy, and one of them a hamster

Mechanics behind the view filter

I'm interested in knowing the method in which the Pyrovision modifies the view of the world. As far as I know so far, the filters use pixel shaders (I'm guessing, since a post on the Steam forums by a Valve employee made reference to starting TF2 with -dxlevel 100 to try and fix issues with Pyrovision, and this was apparently related to "Pixel Shader 3.0") and are enabled on a whitelist (thanks to this page). Does anyone else have any more info? No world texture replacements are involved in the filtering, but it would be cool to be able to find which files are utilised by the shader to recolour the terrain so that new textures with the colours baked in could potentially be made. These could be used by custom maps if a map maker wanted to create a level around the concept of Pyroland. --X6herbius 15:43, 28 June 2012 (PDT)

For some of the props it looks like they used the same method used for paint. Balladofwindfishes 15:45, 28 June 2012 (PDT)