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:
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>> >
>> >
>> >
>> >
>> > _______________________________________________
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>> please visit:
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>> >
>> >
>> >
>> >
>> >
>>
>> --
>>
>> Thanks,
>>  - Saul.
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>
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