Re: [hlcoders] Player Rendering effects
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player Rendering effects
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. ___ 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
Re: [hlcoders] Player Rendering effects
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. > > ___ > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders