Re: [hlcoders] SMG model affects player rendercolor

2010-12-27 Thread jetscope
Uh... well, at least I solved my problem with help at the Steam forums :) Turns out the problem was caused by overriding the player's material with a transparency flag. More info here in case anyone needs it: http://forums.steampowered.com/forums/showthread.php?t=1678755

Re: [hlcoders] SMG model affects player rendercolor

2010-12-27 Thread drgreen2003
Its some sort of reverse Valve-Time (http://developer.valvesoftware.com/wiki/Valve_Time). Valve managed it to make the world spin in wrong direction (Must be related to the good christmas holiday sales). So we got back 3 years were we all still subscribed hlcoders :D - /me starts playing HL2

[hlcoders] 30 pass shader?

2010-12-27 Thread Christopher Harris
I've been trying to write a 30 pass shader and have been having some issues. Basically I saw that to make a single pass in a shader is basically: SHADER_DRAW { SHADOW_STATE { //Set us up the shader } DYNAMIC_STATE { //Set us up the shader } Draw(); } So I put that in a for

Re: [hlcoders] SMG model affects player rendercolor

2010-12-27 Thread Maarten De Meyer
God, I hope I'm not the only one left here that's still actually modding HL2 :) On 27/12/2010 19:45, drgreen2003 wrote: Its some sort of reverse Valve-Time (http://developer.valvesoftware.com/wiki/Valve_Time). Valve managed it to make the world spin in wrong direction (Must be related to