Difference between revisions of "Talk:Pyroland"

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== "All custom maps get half the effect" ==
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{{Talk archive
...What is that supposed to mean? —[[User:BobMathrotus|BobMathrotus]] 08:31, 28 June 2012 (PDT)
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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 [[User:Redjarman|Redjarman]] 12:03, 28 June 2012 (PDT)
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== 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
 
 
 
Kitteh, puppeh, and hamstah are not words. I am changing them to cuddly dog, cuddly cat and cuddly hamster respectively. The animals depicted are quite large, so the terms puppy and kitten might not apply. Unless Valve refers to them with such slang, we will use English on this page. [[User:K-Raider NL|K-Raider NL]] 01:17, 30 June 2012 (PDT)
 
: By the way, if you thick of even better names, go right ahead. [[User:K-Raider NL|K-Raider NL]] 01:19, 30 June 2012 (PDT)
 
 
 
== 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. --[[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)
 
:: I have also found out that the shader textures applied can be found in the materials/rj folder (thanks TF2Maps). --[[User:X6herbius|X6herbius]] 07:41, 30 June 2012 (PDT)
 
 
 
== Bugs? ==
 
Equipping pyrovision seems to make the steel sheets (or whatever they are) invisible when looked at from the bridge things in koth_viaduct. In other words, they are only visible when looking at them from the center-of-the-map side of them. If you look at them from the spawn side of them, they do not show up. This is very annoying when you're sniper and using this bridge as your hiding spot. Is this just me? Can anyone confirm this bug? —[[User:BobMathrotus|BobMathrotus]] 17:47, 28 June 2012 (PDT)
 

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