Re: [hlcoders] Transparent VGUI Blocking Model

2012-03-31 Thread Michael Kramer
It is a separate entity that is simply parented and attached to the model.
I would assume the player model gets drawn first but I'm not positive on
that.

I also find that depending on the angle it will block out other props in
the scene. Really weird behavior

On Wed, Mar 21, 2012 at 4:08 PM, Nick  wrote:

> drawing the model first?
>
> On Fri, Mar 16, 2012 at 1:53 PM, Michael Kramer wrote:
>
>> I have a floating VGUI Panel that follows a given entity, it seems to
>> allow brush geometry through it, and other models. But the model of the
>> entity it is attached to gets cut out.
>>
>> [image: Inline image 1]
>> http://gyazo.com/5e3126bad2d65a7117131ad84603984b.png
>>
>>
>> I've set the flags to all non solid, and obviously it is transparent on
>> the bg. I'm just wondering if anyone has run across this before, and if so
>> what they might have done to fix it.
>>
>> Thanks,
>>
>>
>> --
>> *Michael Kramer, Software Engineer & SEO Expert*
>> http://www.siosphere.com | kra...@siosphere.com
>>  *[c] 801-530-9454*
>> *
>> *
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>> *
>>
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-- 
*Michael Kramer, Software Engineer & SEO Expert*
http://www.siosphere.com | kra...@siosphere.com
*[c] 801-530-9454*
*
*
*
*

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Re: [hlcoders] Bug with BloomScale

2012-03-31 Thread Craig Louie
No apology necessary Tony. Thanks for catching and pointing out the mistake
guys.

On Thu, Mar 29, 2012 at 10:41 PM, Nick  wrote:

> how about giving us a clue when the next update will be out?
>
> any chance of getting more and better tools included?
>
> On Thu, Mar 29, 2012 at 1:58 PM, James Pizzurro
>  wrote:
> > You are forgiven.
> >
> > On Mar 29, 2012 2:05 PM, "Tony "omega" Sergi" 
> wrote:
> >>
> >> Minh discovered a really silly copy and paste mistake that I made in
> 2008:
> >>
> >> inside viewpostprocess.cpp --
> >> static float GetCurrentBloomScale( void )
> >> {
> >> --snip--
> >> //Tony; in multiplayer, get the local player etc.
> >> if ( (pLocalPlayer != NULL && pLocalPlayer->m_Local.m_
> >> TonemapParams.m_flAutoExposureMin > 0.0f) )
> >> {
> >> flCurrentBloomScale =
> >> pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMin;
> >> }
> >> --snip--
> >> }
> >>
> >> that should be using m_TonemapParams.m_flBloomScale not autoexposure ;(
> >>
> >> Sorry guys.
> >>
> >>
> >> --
> >> -Tony
> >>
> >>
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