> "Where on the client side are the SVC_TEMPENTITY type message picked up and > handled?"
> They are in the engine. You don't have access to the temporary entity > effects code. Yeah, that's what I thought. > You can look through the Quake I source code (ftp.idsoftware.com) to see how > the original Quake I TE_ effects were done. Worth a try, but Quake didn't have the effects I want to do, so likely won't help much. > You send the TE_ network messages from the server to the client using > MESSAGE_BEGIN(), WRITE_BYTE(), WRITE_LONG(), MESSAGE_END(), etc. There are > examples in the SDK source code of sending temporary entity effects to the > client. Just do a case sensitive search for "TE_" to find them. I'm well aware of the server side messages. I'd just like to do all the effects client side with one message, rather than sending three or four for each part. Anybody at Valve care to explain how they did the beam cylinder effect? :D Or anyone else have any suggestions other than doing it manually with the TriApi (which it's looking like I will have to do)? ----------- Cruise www.casual-tempest.net www.wytedragon.com opera.redeemedsoft.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

