Ok, nvm, I figured out what to do. If anybody cares:
- Use a TE_SMOKE compatible sprite (not sure what the criteria are for that) - Render as kRenderTransTexture - Renderfx as kRenderFxNoDissipation - Set the render colors in the ent's curstate.rendercolor parameters. Viola! -Cale -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor' Dunlap Sent: Sunday, November 16, 2003 1:10 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Mimicking the TE_SMOKE effect This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm trying to get a good smoke effect going, but I'd like to change the color of the smoke. I know there isn't a way to do it using the R_Sprite_Smoke TE because it doesn't really have anything for parameters. I tried changing the TEMPENTITY pointer that gets passed into the R_Sprite_Smoke call, but no luck. Then I thought, what if I mimicking the render parameters. but then I was like 'WTF'. The smoke has some weird effect put on it (or it has some combo of the render modes and render fx's that I haven't tried). I just wanna know either how to change the color of the smoke, or how to mimic the same render parameters as the smoke, so I can have some control over it. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders