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Sorry to pester about this again, but Im still looking for a way to get the
blood decals to stay longer..I dont mean on the ragdolls just the normal blood
decals that apear on players and on block work..Its for a performace using the
hl2engine
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Do the bullets go right through or is it because of the material it uses doesnt
have a surface prop and so it doesnt seem to collide because the engine isnt
creating the decals/particles? I have no idea really but thats what first
comes to
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Did you check r_decals and r_maxmodeldecal cvars? Maybe setting them to a
huge number is what you are searching for :P
2007/11/28, Adam Donovan [EMAIL PROTECTED]:
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Sorry to pester about this
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I specified surfaceprop metal in the .qc file so it should have the
correct decals/special fx.
Since it's a model, the surfaceproperty of the material is irrelevant. Only
brushes use the surfaceproperty of a material when creating decals/special
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If I recall correctly, r_decals is a simple boolean that specifies whether
decals get generated or not.
Adam, maybe you should check out the function
TE_Decal
in c_te_decal.cpp
or maybe the function DecalShoot in iefx.h
It seems the
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Well one thing of note is that bone followers are server-side only.
You'll have to initialize them on the client too.
I had this problem a year or two ago when I was working on something else.
Off-hand, I can't answer the question directly other
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Anyone know why equipping a weapon seems to disable this function? I use it
to draw stuff on my HUD but when I equip a weapon it disappears...
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AFAIK, the cvar you are referring to, is r_drawdecals: it toggles between
drawing or ignoring the decals. I *think* that decals lifetime comes from
the limit being reached, so a decal stays until it needs to be rewritten by
a new one. With
Are you sure the bullets are going through the bone followers on the
server? Or do they just appear to because the client-side effects go
through them?
Anyway, I'm pretty sure I fixed all of the issues with using bone
followers more generally like this between ep1 ep2 (not being
client-side,
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Ahh, you're right.. The bullets aren't going thru.. They;re just not
rendering any special f/x or decals. Apparently the server and client aren't
in synch when using bone_followers.
I cant wait for the new Source 2007...
- Original Message
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It is probably due to the SetHiddenBits flags. See HIDEHUD_ in
shaereddefs.h
2007/11/28, Jamie Femia [EMAIL PROTECTED]:
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Anyone know why equipping a weapon seems to disable this
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mm nobody knows how to do this or did it get missed by people i need help
pretty bad on this topic...i want something in which lets say i run a distance
on a wall for 100units and then after that gravity kicks in. how would that
work. and
It seems to me that a distance measurement makes less sense than a
timer for wall running regardless. If you use a distance-measure,
someone could just jump on the side of a wall, not move at all, and
stay there forever.
I think you may just want to use a timer (like the duck timer already
kitson foo wrote:
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mm nobody knows how to do this or did it get missed by people i
Distances are usually measured by storing the starting point (Origin),
then taking the ending point and subtracting the starting point from the
ending point.
Tried it in map and it works fine on a vgui_screen. Just wont show on the
watch.
http://lodle.net/test.jpg
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Thursday, November 29, 2007 6:38 AM
To: hlcoders@list.valvesoftware.com
I also tried getting a vgui panel to appear on a weapon view model and
gave up quickly and used an animated texture instead. I think the
problem has something to do with having to link your vgui class name
with the text file which lists all vgui panels that can be used with the
vgui entity. You
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Make a render target, push it and a viewport the size of the render target,
then render your vgui panel and pop the render target. Then break the face
of the watch into its own .vmt, and in that vmt for the watch use
$basetexture
We used material proxies.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Wednesday, November 28, 2007 14:17
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] vgui panels on models
I also tried getting a vgui panel to appear
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The code wasn't written by me for our watches, but we no longer use them so
I'm sure Jon won't mind me sharing :S But ours are pretty much setup the
exact same way tutorial shows, now this could be an error on our part
because the original to Ep1
Well I got it working. Seems the creat function for it was stuffed so I
recoded it and it works. Now just have to kill the modeler who thought it
was a good idea to rotate the bone im using for the attachment.
Ill add it to the wiki once im done.
Mark [lodle]
-Original Message-
From:
Cool, cheers lodle
Mark Chandler wrote:
Well I got it working. Seems the creat function for it was stuffed so I
recoded it and it works. Now just have to kill the modeler who thought it
was a good idea to rotate the bone im using for the attachment.
Ill add it to the wiki once im done.
Mark
Hmm problem is now it seems to be clipping on something and that the panel
is see through.
http://lodle.net/test0001.jpg
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Thursday, November 29, 2007 3:13 PM
To:
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