Continuing my endeavours to make a better NVG, i've been trying particle
effects all afternoon and decided that wasn't the way to go.

I always wanted to make the textures a certain color, bright, and
alpha'ed (sort of like Natural Selection's Alien flashlight). I
remembered from my HL1 days that SetRenderColor existed. That works to
an extent, the materials are still opaque, but there is a blue color
tint to it now (white parts became blue).

Since i've been "messing" around with the material system these days,
i'd figure i'd get pointers to all of the model's textures. Here's the
current code, in debug the array of material pointers stays null after
the call to GetModelMaterials.
pEntity is the entity i'm trying to change the color on, I run a sphere
query to fetch all players within PVS/3000 units of the local player and
get all other players in range:
IMaterial* pMaterial[64];
                       for (i = 0; i < 64; i++)
                       {
                           pMaterial[i] = NULL;
                       }
                       modelinfo->GetModelMaterials(
const_cast<model_t*>(pEntity->GetModel()),
modelinfo->GetModelMaterialCount(const_cast<model_t*>(pEntity->GetModel())),
pMaterial );
                       for (i = 0; i < 64; i++)
                       {
                           if (pMaterial[i])
                           {
                               pMaterial[i]->AlphaModulate(128);
                           }
                       }

I don't know enough about shaders to manage to apply one to the model
textures, plus some of them have proxies and such and i don't want to
mess that up, PLUS if people make custom models for my mod later on,
this has to be compatible with that...

So yea, how do i make the model transparent, Valve?
Thanks in Advance,
Imperio59


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