--
[ Picked text/plain from multipart/alternative ]
This isnt for a third person mod, its actually for a spectator type
modification, the idea being you can spectate and watch the action inside
buildings from the outside, you can make certain floors invisible(in a multi
story  building), or view the action from a top down view with out your view
being obstructed by the roof or whatever.

I will take a look at the code you suggested, but i have a feeling this wont
work for what im trying to do.

On Feb 5, 2008 3:51 PM, Mulchman <[EMAIL PROTECTED]> wrote:

> For regular entities using the *OverrideMaterial functions would work for
> applying a transparent material to them as needed.
>
> For instance (drawing a weapon as cloaked if a cloaked person is holding
> it):
> int CFFWeaponBase::DrawModel( int flags )
> {
>        C_FFPlayer *pPlayer = ToFFPlayer( GetOwner() );
>        if( pPlayer )
>        {
>                if( !pPlayer->IsCloaked() )
>                        ReleaseOverrideMaterial(FF_CLOAK_MATERIAL);
>                else
>                        FindOverrideMaterial(FF_CLOAK_MATERIAL,
> FF_CLOAK_TEXTURE_GROUP);
>        }
>
>        return BaseClass::DrawModel( flags );
> }
>
> I imagine you're wanting this for a 3rd person camera thing? You could
> just
> pull the camera in as the player turns their back to a wall (ie. have the
> camera clip against the world and not be able to get outside the world)
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
> Sergi
> Sent: Tuesday, February 05, 2008 12:27
> To: [email protected]
> Subject: Re: [hlcoders] hiding or making map geometry transparent or
> invisible
>
> --
> [ Picked text/plain from multipart/alternative ]
> About all I can think of offhand that would allow you to do that would be
> to
> make the walls you want to toggle brushentities.
> Because if they are static geometry, and VIS runs, you would then have to
> force whole sections that vis chopped off to render.
>
> I suppose you could do something with a matprox.. wait, they would still
> need to be entitiess otherwise everything with that proxy would be
> affected.
>
> Maybe someone else has some other ideas, but thats all I can come up with
> off the top of my head this moment ;)
>
>
>
> On Feb 5, 2008 3:17 PM, David Adams <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Ive got no idea what to call this or how to do this, ive searched for
> > clipping planes, transparency, etc and im not sure if this is even
> > possible
> > to do.  What i want to do is be able to hide and unhide
> > walls/floors/ceilings/etc in real time on the map.  Basically its so
> that
> > you can look inside of buildings with out having to move your viewpoint
> > into
> > them, but keep the players, objects, entities visible. I dont want to
> have
> > to edit the maps in hammer, although maybe its the only way?
> >
> > It would be great if i could just specify an rectangular area or space
> and
> > all map geometry inside it would dissapear temporarily while leaving
> > everything else visible(players/furniture/lights/etc).  Is this possible
> > and
> > where should i start looking to do this?  thanks!
> > --
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> -omega
> --
>
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