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 :|
>--
>
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---
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