you could also build a view model which masks a part of the screen... For the binoculars in my mod, I built a serie of sprites for EACH resolution... I recommend you not to do that... It's really a pain ! If I have to recode a scope, I think (and I hope :D) I won't rebuild hundred of sprites !
Cortex. >Half-Life can't scale sprites by default. > >You could either code a method of scaling, or just do the norm and tile >sprites. I think it takes about 16 sprites to do it. > >Michael Shimmins >The Absconder Effect (http://www.tae-mod.com) > >-----Original Message----- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED]] On Behalf Of Josh Coyne >Sent: Monday, April 29, 2002 2:50 PM >To: [EMAIL PROTECTED] >Subject: [hlcoders] Scope Sprites > > >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >has anyone here had some experience with making a blackout portion on >the HUD(using sprites) to simulate a scope, on a sniper rifle(or in my >case a scoped revolver)? > >I'm having a bit of trouble, as it doesnt seem the HL Hud can do basic >sprite scaling :| >-- > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > --- Ce mel a �t� envoy� avec Meloo http://www.meloo.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

