I don't understand how you got it to work using TriApi ! How did you get the
coordinate of the polys you had to display ? It has to depend from the view
angles, don't they ?

      - Cortex : mapper & coder www.hlalbator.fr.st

----- Original Message -----
From: "Sebastian Steinlechner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 29, 2002 6:26 PM
Subject: Re: [hlcoders] Scope Sprites


What I did for Poke646 was using four 256*256 sprites (stored as 4 frames in
one file) to display a scope border with triapi. You can either draw the
sprites in a Hud-Member function, that way you can work directly with screen
coordinates, or you can do some math to draw it in world coordinates. That
way you can also calc in some bob quite easily (which I didn't do, though).
Might look a bit crappy when you run HL in really high resolutions, but it
looks quite fine in 1024 and 1280 resolutions.

Well, just another idea, though.

cya,
TheTinySteini

>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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---
Ce mel a �t� envoy� avec Meloo http://www.meloo.com

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