RE: [hlcoders] Re: Animating reticles?
It uses vgui::surface() to render directly to the screen (just simple 2d rects). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, March 03, 2005 1:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Animating reticles? I was trying to look to see how they did this in Counter - Strike. It does not seem to use sprites, or icons to drawl the crosshair to the screen. So I wonder how they did it? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? > Simple, use an animated texture instead of a font for your crosshair > (file type instead of font type in weapon script file, after the > selection icon definitions), then use a certain frame based on how > large the reticle needs to be, or you could have different textures > for each frame, but that'd be cumbersome and less practical :) > > > -- > No virus found in this outgoing message. > Checked by AVG Anti-Virus. > Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 > > > > ___ > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Animating reticles?
I was trying to look to see how they did this in Counter - Strike. It does not seem to use sprites, or icons to drawl the crosshair to the screen. So I wonder how they did it? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ 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
Re: [hlcoders] Re: Animating reticles?
What about using a font file / hud element then just animating the element depending on the spread? and possibly selecting different fonts (halflife2.ttf ) ? Hope that makes sense. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ 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
Re: [hlcoders] Re: Animating reticles?
Wonder how the did it for cs ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ 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
Re: [hlcoders] Re: Animating reticles?
Can you slice VTFs? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Animating reticles?
Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders