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.
--



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