That's pretty hacky and expensive, avoid that solution. You should use text 
drawing functions. Try changing the size of the font (and color?) very fast, 
then it will seem rather smooth.

----- Original Message ----- 
From: "Steve Henderson" <steven.j.hender...@gmail.com>
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Sent: Sunday, May 03, 2009 10:06 PM
Subject: Re: [hlcoders] Smoothly shrinking text on the HUD


> Another idea is to use a point camera and a monitor.  I've used these
> before.  Set up a studio room in your map and make a brush with the stuff
> you want to zoom.  Then make a point camera that is set to capture this
> content.  Then you need to make a vgui material that will be painted with
> what the point camera sees.  This material would be part of your hud. 
> Once
> you get the material showing the point camera, you can dolly the camera in
> and out for your effect.
>
> There is a pretty good point camera tutorial on the wiki.
> I can send you the link later
>
> On May 3, 2009 3:52 PM, "Richard Slaughter" <slau...@vault13.co.uk> wrote:
>
> Hi List,
>
> I'm looking to make a hud element where the text being displayed shrinks
> down in size smoothly over time.
>
> So far I've discovered that DrawSetTextScale only works for Bitmap
> fonts, which would be nice to avoid so that it will work with the
> existing ttf fonts that we're using.
>
> I'm assuming that changing the font won't yield a smooth enough result,
> as I'm aiming for a 'zooming out' type effect, so I was thinking that it
> would be easiest to draw the text on to a surface of some sort, then
> scale that down over time.
>
> Is it possible to do that with a procedural material, and if so can
> someone point me in the right direction as I can't see how to use any of
> the text drawing functions in that context.
>
> Any other ideas for where I should be looking?
> Thanks,
>
> Rich
>
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