Sprites
Quote from Artesia on December 31, 2007, 4:31 pmok I have a sprite in the center of the companion cube, the sprite will not always play but when it does I want it to completely obscure view of the cube, problem is as you can see, that since its in the center it only hides the back half. If I move it closer it would only work from the current view, not when you walk around to the other side. It would also be nice if the sprite would render over other geometry like the ground.
[img]http://i33.photobucket.com/albums/d93/Velocameter/ncube0000.jpg[/img]
ok I have a sprite in the center of the companion cube, the sprite will not always play but when it does I want it to completely obscure view of the cube, problem is as you can see, that since its in the center it only hides the back half. If I move it closer it would only work from the current view, not when you walk around to the other side. It would also be nice if the sprite would render over other geometry like the ground.
[img]http://i33.photobucket.com/albums/d93/Velocameter/ncube0000.jpg[/img]
Quote from msleeper on December 31, 2007, 6:11 pmNothing you can do I'm afraid, unless there is some sort of weird Render Mode that I'm not aware of. That's just the way the sprites work.
Nothing you can do I'm afraid, unless there is some sort of weird Render Mode that I'm not aware of. That's just the way the sprites work.
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Quote from Techno-Man on December 31, 2007, 7:52 pmChange the render mode to additive or something,experiment with render modes.
* rendermode
<choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.)
0 Normal Default rendering.
1 Color Obsolete.
2 Texture Plain opacity.
3 Glow No Z buffer checks. Fixed size on screen.
4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.)
5 Additive Obsolete. Add this entity's color to what's behind it.
7 Additive Fractional Frame Obsolete? Blend between animation frames.
8 Alpha Add (Not in FGD.) Add alpha.
9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen).
10 Dont Render / None Don't render.
Change the render mode to additive or something,experiment with render modes.
* rendermode
<choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.)
0 Normal Default rendering.
1 Color Obsolete.
2 Texture Plain opacity.
3 Glow No Z buffer checks. Fixed size on screen.
4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.)
5 Additive Obsolete. Add this entity's color to what's behind it.
7 Additive Fractional Frame Obsolete? Blend between animation frames.
8 Alpha Add (Not in FGD.) Add alpha.
9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen).
10 Dont Render / None Don't render.
Quote from Artesia on December 31, 2007, 9:03 pmyeah ive tried all those, Color is what the pic above shows, World Space Glow looks really good, but isn't opaque enough to not see the cube through...
yeah ive tried all those, Color is what the pic above shows, World Space Glow looks really good, but isn't opaque enough to not see the cube through...
Quote from Artesia on December 31, 2007, 9:27 pm[img]http://i33.photobucket.com/albums/d93/Velocameter/heart.gif[/img]
theres the transition I made... I'm willing to go other directions I just gotta find something that will work
[img]http://i33.photobucket.com/albums/d93/Velocameter/heart.gif[/img]
theres the transition I made... I'm willing to go other directions I just gotta find something that will work
Quote from MrTwoVideoCards on December 31, 2007, 9:38 pmArtesia wrote:[img]http://i33.photobucket.com/albums/d93/Velocameter/heart.gif[/img]
theres the transition I made... I'm willing to go other directions I just gotta find something that will workLol that's awesome, but yup there all right im afraid, no sprites will cast like that sadly, sorry.
theres the transition I made... I'm willing to go other directions I just gotta find something that will work
Lol that's awesome, but yup there all right im afraid, no sprites will cast like that sadly, sorry.
Quote from Artesia on December 31, 2007, 9:55 pmwell heres the variant I made
[img]http://i33.photobucket.com/albums/d93/Velocameter/skull.gif[/img]
basically I just need some kind of effect, that hides the cube for 2 seconds while the cube changes textures. it has to be able to parent to the cube, smoke looked really cool but can't parent for some reason... fire and explosions wont work either, as you can see from above im working with colors...
any suggestions?
well heres the variant I made
[img]http://i33.photobucket.com/albums/d93/Velocameter/skull.gif[/img]
basically I just need some kind of effect, that hides the cube for 2 seconds while the cube changes textures. it has to be able to parent to the cube, smoke looked really cool but can't parent for some reason... fire and explosions wont work either, as you can see from above im working with colors...
any suggestions?
Quote from Interitus on January 1, 2008, 5:52 amMight have to apply it to a sphere model? one that encompasses the whole cube?
Might have to apply it to a sphere model? one that encompasses the whole cube?
Quote from MrTwoVideoCards on January 1, 2008, 6:12 amThat could work.
That could work.
Quote from youme on January 1, 2008, 6:51 amCould you draw it directly to the hud? like the "your kidney" or "your lungs" signs when you die in TF2
Could you draw it directly to the hud? like the "your kidney" or "your lungs" signs when you die in TF2