Yeah when I tried it it seemed to be setting everything to solid black
then putting white fog in.

But it does the job in the end.

2009/7/7 Matt Hoffman <[email protected]>:
> Harry Pidcock, your my new best friend. :)
>
> Appears inverted but that's fine.
>
> Unfortunately, it doesn't render world models. Renders static models but not
> world. Either way, I'm not complaining, thanks a ton!
>
> On Sun, Jul 5, 2009 at 3:35 AM, Harry Jeffery <
> [email protected]> wrote:
>
>> Simplicity owns.
>>
>> 2009/7/5 Harry Pidcock <[email protected]>:
>> > Set r_depthoverlay to 1.
>> >
>> > This will have an overlay material that will render the z buffer to the
>> > screen.
>> >
>> > Or if you want the material use "debug/showz.vmt"
>> >
>> > --------------------------------------------------
>> > From: "Jorge Rodriguez" <[email protected]>
>> > Sent: Sunday, July 05, 2009 12:19 PM
>> > To: "Discussion of Half-Life Programming" <
>> [email protected]>
>> > Subject: Re: [hlcoders] Rendering Z-Depth Pass's in TF2?
>> >
>> >> No. In reality Valve uses their money printing machine and both Valve
>> and
>> >> Garry get $20 each.
>> >>
>> >> --
>> >> Jorge "Vino" Rodriguez
>> >> _______________________________________________
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>> >>
>> >>
>> >
>> >
>> >
>> >>
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>> 07/04/09
>> >> 17:55:00
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>> >
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