RE: [hlcoders] Re: Animating reticles?

2005-03-03 Thread Alfred Reynolds
It uses vgui::surface() to render directly to the screen (just simple 2d
rects).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Thursday, March 03, 2005 1:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: Animating reticles?

I was trying to look to see how they did this in Counter - Strike. It
does not seem to use sprites, or icons to drawl the crosshair to the
screen.

So I wonder how they did it?

r00t 3:16
CQC Gaming
www.cqc-gaming.com


- Original Message -
From: "Imperio59" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, March 01, 2005 9:56 AM
Subject: [hlcoders] Re: Animating reticles?


> Simple, use an animated texture instead of a font for your crosshair
> (file type instead of font type in weapon script file, after the
> selection icon definitions), then use a certain frame based on how
> large the reticle needs to be, or you could have different textures
> for each frame, but that'd be cumbersome and less practical :)
>
>
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Re: [hlcoders] Re: Animating reticles?

2005-03-03 Thread r00t 3:16
I was trying to look to see how they did this in Counter - Strike. It does
not seem to use sprites, or icons to drawl the crosshair to the screen.
So I wonder how they did it?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Imperio59" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, March 01, 2005 9:56 AM
Subject: [hlcoders] Re: Animating reticles?

Simple, use an animated texture instead of a font for your crosshair (file
type instead of font type in weapon script file, after the selection icon
definitions), then use a certain frame based on how large the reticle
needs to be, or you could have different textures for each frame, but
that'd be cumbersome and less practical :)
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005

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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
What about using a font file / hud element then just animating the element 
depending on the spread?
and possibly selecting different fonts (halflife2.ttf ) ?

Hope that makes sense.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message - 
From: "Imperio59" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, March 01, 2005 9:56 AM
Subject: [hlcoders] Re: Animating reticles?


Simple, use an animated texture instead of a font for your crosshair (file 
type instead of font type in weapon script file, after the selection icon 
definitions), then use a certain frame based on how large the reticle 
needs to be, or you could have different textures for each frame, but 
that'd be cumbersome and less practical :)

--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005

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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
Wonder how the did it for cs ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message - 
From: "Imperio59" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, March 01, 2005 9:56 AM
Subject: [hlcoders] Re: Animating reticles?


Simple, use an animated texture instead of a font for your crosshair (file 
type instead of font type in weapon script file, after the selection icon 
definitions), then use a certain frame based on how large the reticle 
needs to be, or you could have different textures for each frame, but 
that'd be cumbersome and less practical :)

--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005

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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread British_Bomber
Can you slice VTFs?

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[hlcoders] Re: Animating reticles?

2005-03-01 Thread Imperio59
Simple, use an animated texture instead of a font for your crosshair 
(file type instead of font type in weapon script file, after the 
selection icon definitions), then use a certain frame based on how large 
the reticle needs to be, or you could have different textures for each 
frame, but that'd be cumbersome and less practical :)

--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005

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