Is their anyway which I can force a black white render mode from either
the client or server side ?
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
--
[ Picked text/plain from multipart/alternative ]
Don't forget all the model textures!
~Ghoul
Lets leave it at that...
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
[ Converted text/html to text/plain ]
And one must not forget the sprites.
From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Rendering in Black and white.
Date: Thu, 28 Mar 2002 09:59:47 EST
--
[ Picked text/plain from multipart/alternative ]
The model textures aren't really a problem, as client side model swapping is
working well
It's just the world textures that I really need in BW... and please, no
more mention of dual textures... this has got to work for a single client.
:-)
- Original Message -
From: [EMAIL
Almost positive that there is no way to do this in the SDK, without changing
the source art.
- Original Message -
From: Mike Blowers [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, March 28, 2002 9:21 AM
Subject: Re: [hlcoders] Rendering in Black and white.
The model textures
Is this in regard to the IDGA entry Pencil Whipped?
http://www.maxminn.com/chiselhead/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Christopher
McArthur
Sent: Thursday, March 28, 2002 11:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Rendering
I've been going over the mapcycle code recently, and I've run across
a question that I have been unable to answer. There are a couple
lines like this:
s = g_engfuncs.pfnInfoKeyValue( szBuffer, minplayers );
By the context, I can tell that it returns a string containing a
number of minplayers.
7 matches
Mail list logo