if a material doesn't have $vertexalpha "1" it won't fade. same with $vertexcolor for changing RGB.
On Nov 12, 2007 6:25 PM, Richard Slaughter <[EMAIL PROTECTED]> wrote: > Thanks for the replies guys. > > I have tried this on two different systems with different cards and get > the same effect, so I don't think it's driver related. > > Are you able to provide more information / links on why you think there > is a problem trying to fade / change alpha on certain materials? Could > you be more specific with regard to what materials? > > Secondly, if this is a dead end, what other options do I have for fading > the weapon view model, could shaders be used for something like this? > I've yet to look at / use any shaders, so any advice / pointing in the > right direction would be hugely appreciated. > Thanks, > > Rich > > ---------------------------------------------------------------- > > I believe there is a problem with trying to fade / change alpha on > certain materials. > > On Nov 10, 2007 8:48 PM, OvermindDL1 <[EMAIL PROTECTED]> wrote: > > > > I have noticed the same thing in a few places, like GMod. Anytime > > > something nearby (perhaps just on the hud?) is changing opacity, it > > > flickers instead. I figured it was just due to my drivers (using an > > > old version as newer ones have issues with something on my install) > > > since I have seen no mention of it elsewhere (and such things are > > > generally driver related). > > > > > > > > > On 11/10/07, Richard Slaughter <[EMAIL PROTECTED]> wrote: > > > >> > > Hi List, > >> > > > >> > > I'm trying to create a simple stealth effect on the player by setting > >> > > the render mode to kRenderTransTexture and then setting the render > >> > > colour with a low alpha value: > >> > > > >> > > m_nRenderMode = kRenderTransTexture; > >> > > SetRenderColor( 255, 255, 255, m_flCurrentAlpha ); > >> > > > >> > > This is called in void CHL2MP_Player::PreThink( void ) (server side) > >> > > and > >> > > works fine on the player model, but I'm having problems trying to fade > >> > > out the players weapon view model: > >> > > > >> > > GetViewModel()->SetRenderMode( kRenderTransTexture ); > >> > > GetViewModel()->SetRenderColor( 255, 255, 255, 80 ); > >> > > > >> > > This is called in void C_HL2MP_Player::PreThink( void ) (client side) > >> > > and whilst it does half work, it leads to a flickering effect where the > >> > > weapon model seems to flicker between solid and opaque. > >> > > > >> > > Any ideas why this would be happening and what I should do to fix it? > >> > > Cheers, > >> > > > >> > > Rich > >> > > > >> > > _______________________________________________ > >> > > 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 > > > > > > > > > > > > -- > ~skidz > > > > > _______________________________________________ > 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

