--
[ Picked text/plain from multipart/alternative ]
ANYWAY. It's still most definitely a material issue.
I was looking at the wrong one, but if you look at c_te_particlesystem.cpp
you can see it still needs one.
so if you're getting the no-texture texture, then look at this:


    if(m_MaterialHandle == INVALID_MATERIAL_HANDLE)
    {
        m_MaterialHandle =
m_ParticleEffect.FindOrAddMaterial("particle/particledefault");
    }

verify that you have particle/particledefault.

when one of those particles is constructed, it sets the materialhandle to
INVALID_MATERIAL_HANDLE. and then addparticle checks to change that to
particle/particledefault. if particle/particledefault isn't there, it'll
stay invalid.


On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> oops, my bad. i read spray every single time ;x
>
> and stop being so rude.
>
> On 1/17/07, Jay Croghan <[EMAIL PROTECTED] > wrote:
> >
> > How about looking at the correct function; namely UTIL_BloodStream;
> > and forget about the materials and functions pertaining to
> > UTIL_BloodSpray, hows that sound?
> >
> > - Jay
> >
> >
> > Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Also, if you look at FX_BloodSpray..
> > >
> > > here's a material!
> > >         PMaterialHandle    hMaterial = ParticleMgr()->GetPMaterial(
> > > "effects/blood_drop" );
> > >
> > > and even further.. for FX_BLOODSPRAY_GORE
> > >             hMaterial = ParticleMgr()->GetPMaterial(
> > "effects/blood_gore" );
> > >
> > > and then for FX_BLOODSPRAY_CLOUD..
> > >
> > >             hMaterial = ParticleMgr()->GetPMaterial(
> > "effects/blood_puff" );
> > >
> > >
> > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >>
> > >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex
> > >> ("sprites/bloodspray.vmt"); // initial blood
> > >>
> > >> uhh yeah it does.
> > >>
> > >>
> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> > Thanks LDuke,
> > >> >
> > >> > First off "Tony omega Sergi"; it's called "not having a god damn
> > clue
> > >> > before answering".
> > >> > Secondly, if you had bothered your tiny mind to peek at the
> > function
> > >> > you would notice it doesn't reference anything to do with any
> > >> > materials. Try again.
> > >> >
> > >> > - Jay
> > >> >
> > >> >
> > >> > Quoting LDuke < [EMAIL PROTECTED]>:
> > >> >
> > >> > > --
> > >> > > [ Picked text/plain from multipart/alternative ]
> > >> > > Which material might that be?
> > >> > >
> > >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf
> > files,
> > >> > I'm
> > >> > > pretty sure there is no material that you're going to find in the
> > gcf
> > >> > files.
> > >> > >
> > >> > >
> > >> > >
> > >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> > >> > >>
> > >> > >> --
> > >> > >> [ Picked text/plain from multipart/alternative ]
> > >> > >> it's called materials missing that you need to extract from one
> > of
> > >> > the
> > >> > >> gcf's..
> > >> > >>
> > >> > >>
> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> > >> > >> >
> > >> > >> > This has been brought up before and no explanation has even
> > been
> > >> > >> offered.
> > >> > >> >
> > >> > >> > - Jay
> > >> > >> >
> > >> > >> >
> > >> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
> > >> > >> >
> > >> > >> > > For some reason when I call UTIL_BloodStream; everything
> > works
> > >> > fine
> > >> > >> but
> > >> > >> > the
> > >> > >> > > blood shows up as blocks of "unidentified" texture.
> > >> > >> > >
> > >> > >> > > Any one know why this might be happening or how I can fix
> > it?
> > >> > >> > >
> > >> > >> > > Thanks
> > >> > >> > >
> > >> > >> > >
> > _________________________________________________________________
> > >> >
> > >> > >> > > Express yourself instantly with MSN Messenger! Download
> > today
> > >> > it's
> > >> > >> FREE!
> > >> > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> >
> > >> > >> > >
> > >> > >> > >
> > >> > >> > > _______________________________________________
> > >> > >> > > 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
> > >> > >> >
> > >> > >> >
> > >> > >>
> > >> > >>
> > >> > >> --
> > >> > >> -omega
> > >> > >> --
> > >> > >>
> > >> > >> _______________________________________________
> > >> > >> 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
> > >> > >
> > >> > >
> > >> >
> > >> >
> > >> >
> > >> > _______________________________________________
> > >> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >
> > >> >
> > >>
> > >>
> > >> --
> > >> -omega
> > >>
> > >
> > >
> > >
> > > --
> > > -omega
> > > --
> > >
> > > _______________________________________________
> > > 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
> >
> >
>
>
> --
> -omega
>



--
-omega
--

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