Re: [hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
Shaders are well beyond my level of knowledge unfortunatly :(

But it's amazing what you can do when you acctually look at the
available public functions

SetRenderColorA(
SetRenderMode(

and a little help from garry on the materials has put me on my merry
way to getting it up and running.

I think my original goal was just to alter the Alpha channel and
rendermode, but after inadvertently convincing myself it was the
player material, I think changing that during gameplay could be a
bonus, but I am happy enough now to atleast get a basic transparency
on the player.

Why are these things so simple after have gone about doing something
the bass ackwards lol

thanks for the help guys.

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RE: [hlcoders] Player Rendering effects

2005-02-21 Thread Chris Janes
I've got a similar system going in my mod, except we use a material with the
refract shader - a possibility would be to use the playerspeed material
proxy to affect the refraction level, though that wouldn't allow a way of
getting the model back into full visibility again (something I want to look
into for a player death).

However, be warned, the refract shader requires a number of fallbacks (it
looks different between dx 8 and 9, doesn't work at all on dx8 low shaders
or dx6/7). One of my artists is currently trying to figure out a way of
getting dx8 on low shaders to at least fall back to dx6, rather than
displaying a pure white material!

Ging

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of British_Bomber
Sent: 21 February 2005 09:51
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player Rendering effects

I am currently trying to implement a way of making a specific class in my
mod become more and more translucent the less they move, and if they stop
completely for a period of time they become completely invisible.

I have the majority of this working, it's simple enough, but I am having an
issue with creating a translucent player. The final effect which is a
complete no draw is in, and so is the starting point, solid.  It's the
middle, transitional period I have had the problems with.  If  you have seen
the E3 demo where the translucent character is standing in the flame you
will get an idea of what I am trying to acheive.  Unfortunatly I havent been
able to figure out exactly how to get them to appear like that.  I have
tried changing the player's keyvalue renderamt, and also the players
rendermode.  Is this the right way to go about it or do I have to change the
player's material dynamically somehow?

I know it's probably some simple soloution that I missed at 3am, but it's
just eluding me.

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Re: [hlcoders] Player Rendering effects

2005-02-21 Thread Ben Davison
It's the material that needs to be changed.

If you are really stuck you could ask garry of garrys mod, he just
implemented a material changer gun.


On Mon, 21 Feb 2005 09:50:54 +, British_Bomber <[EMAIL PROTECTED]> wrote:
> I am currently trying to implement a way of making a specific class in
> my mod become more and more translucent the less they move, and if
> they stop completely for a period of time they become completely
> invisible.
>
> I have the majority of this working, it's simple enough, but I am
> having an issue with creating a translucent player. The final effect
> which is a complete no draw is in, and so is the starting point,
> solid.  It's the middle, transitional period I have had the problems
> with.  If  you have seen the E3 demo where the translucent character
> is standing in the flame you will get an idea of what I am trying to
> acheive.  Unfortunatly I havent been able to figure out exactly how to
> get them to appear like that.  I have tried changing the player's
> keyvalue renderamt, and also the players rendermode.  Is this the
> right way to go about it or do I have to change the player's material
> dynamically somehow?
>
> I know it's probably some simple soloution that I missed at 3am, but
> it's just eluding me.
>
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> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
- Ben Davison
- http://www.shadow-phoenix.com

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[hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
I am currently trying to implement a way of making a specific class in
my mod become more and more translucent the less they move, and if
they stop completely for a period of time they become completely
invisible.

I have the majority of this working, it's simple enough, but I am
having an issue with creating a translucent player. The final effect
which is a complete no draw is in, and so is the starting point,
solid.  It's the middle, transitional period I have had the problems
with.  If  you have seen the E3 demo where the translucent character
is standing in the flame you will get an idea of what I am trying to
acheive.  Unfortunatly I havent been able to figure out exactly how to
get them to appear like that.  I have tried changing the player's
keyvalue renderamt, and also the players rendermode.  Is this the
right way to go about it or do I have to change the player's material
dynamically somehow?

I know it's probably some simple soloution that I missed at 3am, but
it's just eluding me.

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