Exactly, and the circle is what I'm trying to edit unfortunately...
I had a quick glance on the CG_ForcePushBlur code, and this circle is the so-called ("superkewl") refraction effect, if I'm not mistaken. Things is, part of it seems to be coded, and part of it is the effects/refraction shader (to be found in effects.shader). You could try editing this shader (or at least replacing it with the refract_2 shader, which seems to be an alternative; would be interesting to know how it looks - though me personally, I'm too lazy). If it doesn't work out, you can set cg_renderToTextureFx to 0, and then - by the looks of it - the gfx/effects/forcePush shader will be used.
Last edited by N-7; October 13th, 2008 at 02:44 PM.
There are a few effects that will only be drawn if cg_renderToTextureFx is set to 1 (which is the case by default), most notably this refraction effect upon push (both sp and mp). And in mp the player spheres will be a bit different, plus the repeater altattack projectile (only if cg_repeaterOrb is also set to 1), and cloaking seems to be affected, too. That's all for mp, anyway; maybe there are a few other things in sp that are also affected (there's no telling without the sp code).
At any rate, if it's set to 0, the refraction effect upon push will be replaced with the good old (jk2 style) gfx/effects/forcePush shader.
EDIT:
Quote:
Originally Posted by Botdra Lar'les
Do you think I could apply that shader or something similar to something else?
IDK, I guess so. Just try and see what happens.
Last edited by N-7; October 13th, 2008 at 03:09 PM.
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