Righ so what i've read is that I can add opacity using a map, channel or
using the shader.
So, to take the easiest method, the shader, I defined $alpha in the VMT
file and since it's a range of 0.0 - 1.0 I defined 0.45 so it's just below
half opacity.
However on my prop_physics it doesnt seem
I've never used $alpha in a material but my best guess is that you
need to add this too:
$vertexalpha 1
garry
On 8/2/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote:
Righ so what i've read is that I can add opacity using a map, channel or
using the shader.
So, to take the easiest method, the
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try adding this line
translucent 1
That seems to work for me.
- Original Message -
From: Mukkan Yhtiö [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, August 02, 2007 12:36 PM
Subject: [hlcoders] [Problem] Valve
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Oh, I should mention that when using the option translucent 1, your
materials should have an actual alpha channel embedded in the .tga (so
they're 32 bit .tga instead of the normal 24 bit).
I wasn't aware that you can actually make a
Heres a fun one...
I've created a timed smoke greande weapon which detonates after 4.5
seconds. The smoke effect originates from location of the thrown
grenade entity when the fuze timer is reached.
Problem is, being a round grenade and the fact that it doesn't
explode, the model needs to remain
PhysForceEntityToSleep() will clear velocity and stop it from moving
until acted upon by an external force
VPhysicsGetObject()-EnableMotion(false); will lock it in place and
prevent any motion (even due to external forces/contacts) until you do
VPhysicsGetObject()-EnableMotion(true);
Jay
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give it more friction in it's physics properties.
On 8/2/07, Jed [EMAIL PROTECTED] wrote:
Heres a fun one...
I've created a timed smoke greande weapon which detonates after 4.5
seconds. The smoke effect originates from location of the
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Yeah, do that. lol, I realized after i posted that i was thinking in goldsrc
mode for some reason. and was going to reply again, but had to leave the
room.
-Tony
On 8/2/07, Jay Stelly [EMAIL PROTECTED] wrote:
PhysForceEntityToSleep() will
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