Re: [hlcoders] Decals and Viewmodels

2008-10-09 Thread Christopher Harris
mming' Subject: Re: [hlcoders] Decals and Viewmodels Yes, and it looks fines on some models, This one even when in animation it is turned perpendicular to the camera can't tell. The only issue in this picture is that the vertices appears to hang over the edges of the model on the le

Re: [hlcoders] Decals and Viewmodels

2008-10-09 Thread Christopher Harris
ECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: Thursday, October 09, 2008 4:39 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Decals and Viewmodels Are you trying to render some blood decals on this baby or something? I personally would make a couple separate

Re: [hlcoders] Decals and Viewmodels

2008-10-09 Thread Ryan Sheffer
Are you trying to render some blood decals on this baby or something? I personally would make a couple separate skins with blood on them and random them. What you are trying to do might be out of our grasp unfortunately. Sorry I couldn't be of more assistance. On Wed, Oct 8, 2008 at 8:32 PM, Chri

Re: [hlcoders] Decals and Viewmodels

2008-10-08 Thread Christopher Harris
I did a little more research and it seems the problem may be more with needing some form of a scale factor when adding a decal, because on the viewmodel you will see that the vertices for the decals are huge. It is so huge that it doesn't even attempt to factor in some of the finer nuances in the m

Re: [hlcoders] Decals disappear after level transition

2007-09-01 Thread Adam \"amckern\" McKern
Best to bring this up on the mappers list, or on a website like interlopers. Adam --- Nick <[EMAIL PROTECTED]> wrote: > I think this is a feature. > > On 9/1/07, Tim Baker <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/a

Re: [hlcoders] Decals disappear after level transition

2007-09-01 Thread Nick
I think this is a feature. On 9/1/07, Tim Baker <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I ported the HL1 mod Heart of Evil to the Source engine. > This is based on the single-player SDK code. > > When a map

RE: [hlcoders] Decals??

2003-10-14 Thread Tony \"omega\" Sergi
Client dll: #include "r_efx.h" void IN_ClearDecals(void) { for ( int x = 0; x < (int)CVAR_GET_FLOAT( "r_decals" ); x++ ) gEngfuncs.pEfxAPI->R_DecalRemoveAll ( x ); } that's a function I use for any-time decal clearing, just use it via a message to make it clear when you wa

RE: [hlcoders] decals

2002-11-29 Thread Adrian Finol
gEngfuncs.pEfxAPI->R_DecalRemoveAll ( int i ); The name is missleading, since it doesn't remove all decals but one. So you want to do something like this: for ( int i = 0; i < (int)CVAR_GET_FLOAT( "r_decals" ); i++ ) gEngfuncs.pEfxAPI->R_DecalRemoveAll ( i ); If you don't have the l