Sorry for the "bump" but I'm still looking for any possible solutions to this. I tried casting the weapon to a CBaseEntity and changing its alpha from there, it still did nothing. I also considered the possibility of another function resetting the alpha every frame, so I did this to check:
Msg("alpha before %i\n", GetRenderColor().a ); ent1->SetRenderMode( kRenderTransTexture ); ent1->SetRenderColorA( 20 ); Msg("alpha after %i\n", GetRenderColor().a ); And it still correctly prints "20; 20" every frame. On Thu, Jan 13, 2011 at 4:43 PM, jetscope <jetsc...@gmail.com> wrote: > I had $translucent 1 in there, I now added $vertexalpha 1 but still no dice > :( I found this post on the Steam forums which seems sort of related: > http://forums.steampowered.com/forums/showthread.php?t=1365801 > > So I tried adding m_nRenderMode and m_clrRender to the network table of > CBaseCombatWeapon, but that didn't fix it either. > > On Thu, Jan 13, 2011 at 11:57 AM, Saul Rennison > <saul.renni...@gmail.com>wrote: > >> Have you got $translucent 1 in the VMT though, you might also need >> $vertexalpha 1 :) >> >> Good luck. >> >> On Thursday, 13 January 2011, jetscope <jetsc...@gmail.com> wrote: >> > PS I also tried RENDER_GROUP_TRANSLUCENT_ENTITY, same thing. >> > >> > On Thu, Jan 13, 2011 at 9:53 AM, jetscope <jetsc...@gmail.com> wrote: >> > Thanks, I tried both (for the render group I used >> ClientLeafSystem()->SetRenderGroup( RenderHandle(), >> RENDER_GROUP_VIEW_MODEL_TRANSLUCENT ); - is that correct?) but it still >> doesn't work. It's a third-person mod, btw, so I only need to get it working >> on the worldmodel. >> > >> > >> > >> > On Thu, Jan 13, 2011 at 3:54 AM, Skillet <skillet5...@gmail.com> wrote: >> > >> > >> > >> > Try setting the render group to translucent for the weapon. Putting >> $translucent in each skin's VMT would probably accomplish the same thing >> too. >> > >> > On Wed, Jan 12, 2011 at 5:09 AM, jetscope <jetsc...@gmail.com> wrote: >> > Hi guys. Coding for HL2MP here, and I'm trying to create a cloaking >> effect for the player - it works well so far, except I can't change the >> transparency of the weapon at all. For the player, I'm doing it in the >> player class's DrawModel() function - which reads a variable from the player >> class and uses SetRenderColorA()... I did it there since I'm already doing >> some texture overriding stuff and wanted to keep it in one place anyway. >> This works for the player, but when I did the same for the weapon class (any >> weapon class, I went through the whole hierarchy) it doesn't work. The alpha >> value does get set, when I read it with GetRenderColor().a it prints the >> correct value - and I can actually set the weapon's other rendercolors just >> fine - e.g. doing SetRenderColor(255, 0, 0) paints the weapon red. It's just >> the alpha. What's wrong here? >> > >> > Thanks in advance. >> > >> > _______________________________________________ >> > 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 >> > >> > >> > >> > >> > >> >> -- >> >> Thanks, >> - Saul. >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >
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