In first person, the coloring you see on your weapon is that of the view
model rather than the actual weapon. Make sure you are setting the view
model's alpha (and networking it) also. I can probably find code for this if
needed.

On 15 January 2011 20:00, <hlcoders-requ...@list.valvesoftware.com> wrote:
>
> 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.
> >> >
> >> > _______________________________________________
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> >> 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.
>
>
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