Another workaround, now with "stealing" CViewSetup.
That's not a proper fix, but at least it works for now.
So if somebody have some fresh ideas - share them please :p
Note: don't use this workaround with previous one.
--
1. Add CViewSetup g_View; before "void CViewRender::SetUpView()".
Made a workaround.
1. Commented in CViewRender::DrawViewModels:
viewModelSetup.zNear = view.zNearViewmodel;
Note: this breaks viewmodels that weren't compiled for HL2.
2. In C_VGuiScreen::DrawModel, before g_pMatSystemSurface->DrawPanelIn3DSpace
added
CMatRenderContextPtr pRenderContext( mater
> I remember having that problem, too, and I think the solution was
> to draw the vgui screen on a render target and use that render target as a
> texture of the model.
Well, I was thinking about that too.
But I was thinking about resizing screen in-game, so using RT will
only be partial solution
Hi list! How's weekend going?
I've got a wierd problem with vgui screen on a weapon.
I first asked on a steam forums, but nobody got an idea.
http://goo.gl/gaKqp
So, any ideas? I'm using Orange Box sources.
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Are you high?
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My guess would be to remove
if( m_SFRLocal.m_bAiming )
or replace it with something else.
Everything else seem ok.
> Hi, I'm trying to have the camera switch from third person to third
> person shoulder when the user holds the right mouse button. here are
> my methods on the client and server :
>
Meh. Just another conversation about Source SDK *not* being updated.
I think I'll write typical "come on, Valve!". Yeah, perfect.
Come on, Valve!
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Go cry to your UE3 daddy.
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CBaseViewModel::CalcViewModelLag
> Thanks. Bob I know too well, it's sway I was looking for :)
> -Original Message-
> From: Garry Newman
> Sent: donderdag 3 maart 2011 11:06
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] View model transform @ mouselook
> It's called
I guess he's trying to write client-side application that'll print the
amount of money to chat by key press. Plugins won't help with that
until its server-side.
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ht
> Yea the MP version of the gravity gun predicts the props location on the
> client side which is nice and quick.
Is SP version same? If not, how do I make it so?
Because IMO props with physcannon or 'use' move a bit jerky when
player is turning around.
_
> Have a look at worldspawn.h
Do you mean world.cpp and world.h? Only interesting thing there is
Spawn(), but I still don't know how to clean a material/texture used
in motion blur code.
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> You can add ff_motionblur 0 to your world spawn, and then trigger
> it back on with a short timmer so that you start with a fresh blur.
Well I'm not a mapper so I tried to switch mblur off by myself before
starting new map and then switch it on - using console of course.
Result? It didn't helped
Ok guys, I figured out alt-tab issue (that's was my mistake lol) and I
have last question: How do I clean what was rendered in motion blur?
I need to do that because when I load new map I see old transparent
image over new one.
if ( ( fNextDrawTime - gpGlobals->curtime ) > 1.0f )
{
fNextDrawTime
> when i fixed that for an ep1 mod i was working on, it took an
> entire re-write of the code garry posted.
> I dont think that would work out of the box for an ep2 mod.
I can give it a try. If you don't mind of course.
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Hey list.
I implemented this article
http://developer.valvesoftware.com/wiki/Adding_Motion_Blur
on HL2:Ep2 code (ok, I know, but I want non-faked motion blur).
But I got problems. Plenty of them.
1) VM is motion-blurred wrong. Or (if I alter code) it's not blurred
at all.
2) Blurring somehow works
> WHY AM I UNABLE TO POST TO THIS LIST, I’M SO UPSET. ):
Be cool instead.
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I think main problem is that we have more than one engine branch.
As a result we have problems with mods, especially with source code.
Sorry if I added nothing new in the discussion.
This is my first post here btw.
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