Thanks for your help. Works great.
2008/11/22 Olly [EMAIL PROTECTED]
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2008/11/21 Zach Kanzler [EMAIL PROTECTED]
A full explanation is available here:
Are you sure your environment settings are correct for your mod? He's not
copying the files to another directory?
I've recently attempted to run through the shader tutorials on the wiki
and
on wraith's website, and I seem to be running into an error in both. I'm
using the episode one engine,
Having a space in your path to the mod can cause them to incorrectly copy,
but it should also produce an error when running buildsdkshaders.bat
There should be a directory in the shaders directory where the FXC files are
compiled to (Can't remember the name off the top of my head). The shaders
are
Ok this is really confusing me.
I've got full screen panel which I want to draw elements on based on
the position of elements in my map. I'm setting my panel full screen
with:
int nHudWidth, nHudHeight;
GetHudSize( nHudWidth, nHudHeight );
SetSize( nHudWidth, nHudHeight );
I've check them
Assuming that GetTargetInScreenSpace uses the view/proj matrices to
work out the pixels.. if you're rendering this in a panel then
wouldn't they have changed, making it all useless?
Try capturing the positions during the actual rendering process, then
using those to draw to the HUD later on.
There is also ScreenTransform(). I don't know if it will work for you but it
is worth noting.
--
Jorge Vino Rodriguez
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Solved it.
GetVectorInScreenSpace() calls ScreenTransform();
Problem was that GetTargetInScreenSpace() simply passes an entities
WordSpaceCenter to GetVectorInScreenSpace() which is no good for the
type of entity I was using.
In the end I just used GetVectorInScreenSpace() directly passing my
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