I'm assuming here that GetLoadingPanel() is a custom function in his code which gets his own custom loading panel and is not a function that you find in the SDK.
Ryan Sheffer wrote: > I always thought that getting a pointer to a VGUI element was possible from > the client code. Even if the element was created on the engine, it and its > elements could be altered from the client by just searching out the panel by > name. Of course getting the image panel parented probably wouldn't be > possible. Creating a new image panel however with a unique name using the > res file format, you could access that image panel and fill it with whatever > you want. > > I wonder though if maybe it is possible to just use Tonys code above. > GetLoadingPanel() might hold what you need, but I am not sure. I dont even > see GetLoadingPanel(); in my sdk. > > On Mon, Mar 9, 2009 at 12:52 PM, Christopher Harris > <char...@resrchnet.com>wrote: > > >> Material Proxies. Since you are unable to directly access the panel you >> will >> have to edit its res file and add an imagepanel with a refrence to a >> texture >> with your proxy. Then your proxy is free to do what it wants to that >> imagepanel. >> >> Chris >> >> -----Original Message----- >> From: hlcoders-boun...@list.valvesoftware.com >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray >> Sent: Monday, March 09, 2009 12:39 PM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] Custom Pause/Load screens >> >> Any idea how/if that can done in the EP1 engine? I'd like to switch >> over to OB for a number of reasons but I've been forced to hold back for >> the sake of custom shaders. >> >> Tony Sergi wrote: >> >>> // See interface.h/.cpp for specifics: basically this ensures that we >>> >> actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule >> >>> // over and over again. >>> static CDllDemandLoader g_GameUI( "gameui" ); >>> >>> >>> >> //-------------------------------------------------------------------------- >> --- >> >>> // Purpose: >>> >>> >> //-------------------------------------------------------------------------- >> --- >> >>> void ClientModeShared::Init() >>> { >>> <stuff> >>> HOOK_MESSAGE( Rumble ); >>> >>> CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory(); >>> if ( gameUIFactory ) >>> { >>> m_pGameUI = (IGameUI *) >>> >> gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL ); >> >>> if ( NULL != m_pGameUI ) >>> { >>> // insert custom loading panel for the loading >>> >> dialog >> >>> CLoadingPanel *pPanel = GetLoadingPanel(); >>> pPanel->InvalidateLayout( false, true ); >>> pPanel->SetVisible( false ); >>> pPanel->MakePopup( false ); >>> m_pGameUI->SetLoadingBackgroundDialog( >>> >> pPanel->GetVPanel() ); >> >>> } >>> } >>> }; >>> -Tony >>> >>> -----Original Message----- >>> From: hlcoders-boun...@list.valvesoftware.com >>> >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen >> Swires >> >>> Sent: March-09-09 3:11 AM >>> To: Discussion of Half-Life Programming >>> Subject: Re: [hlcoders] Custom Pause/Load screens >>> >>> What function would this be? >>> >>> Tony Sergi wrote: >>> >>> >>>> In orange box there's a function in baseviewport to set a panel for the >>>> >> loading screen. >> >>>> TF2 uses this for the stats. >>>> I used it in Valkyrie for the map description / Keybind panels during >>>> >> load. >> >>>> -Tony >>>> -----Original Message----- >>>> From: hlcoders-boun...@list.valvesoftware.com >>>> >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray >> >>>> Sent: March-09-09 2:12 AM >>>> To: Discussion of Half-Life Programming >>>> Subject: [hlcoders] Custom Pause/Load screens >>>> >>>> Hey List >>>> I'm hoping someone has tried this before and can save me the hour or >>>> two of trawling through the script and code for the right hooks. I'm >>>> trying to create a custom load screen and pause screen, probably just a >>>> full screen overlay texture. My best guess at the moment is to create a >>>> custom .res that overloads whatever .res defines the pause and load >>>> screens, but I'm just starting to get into the menu/vgui system and I'm >>>> a little stumped on where to look. I tried bringing up the vgui_tree >>>> while the pause screen was up, but it didn't seem to register. I'm >>>> starting to doubt if it's even possible to overwrite these screens. Any >>>> tips folks? >>>> >>>> _______________________________________________ >>>> 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 >>> >>> >>> _______________________________________________ >>> 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 >> >> >> > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders