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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: Reconnoiter]
#461233
07/29/16 22:38
07/29/16 22:38
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Malice
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Malice
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Facepalm gif Lol that been me a lot. I ask then Facepalm myself... At least 20% of all my recorded post..!
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: Reconnoiter]
#461424
08/04/16 17:38
08/04/16 17:38
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
OP
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OP
X
Joined: Jul 2008
Posts: 2,107
Germany
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Theres a way but u cant layer them over each other. Same as with the glass-car-Windows at threat start. And if youre using ent_animatefrom with different meshes, u will face a engine-bug btw Let me look for more Details...moment edit: I just took this out of my old project. Try which way u like, both have some issues.
BMAP* blood_smear_map1 = "blood1.tga"; // 32bit with alpha channel
...
c_trace
...
if (HIT_TARGET && you){
if (!ent_getdecal (you, 0, 35)){ // dont place too much decals ( performance )
PARTICLE* p = ent_decal (you, blood_smear_map1, 1 + random (2), random (360));
if (p){
p.alpha = 50 + random (30);
//p.lifespan = 5000;
p.material = mtl_blood;
set (p, TRANSLUCENT); //|PASSABLE
}
}
}
...
..
.
material def from above:
MATERIAL* mtl_blood = {
effect = "myblood.fx";
flags = ENABLE_RENDER;
event = sc_materials_event;
power = 200;
}
and the myblood.fx file from above:
#define SKIN_ALBEDO (skin1.xyz)
#define SKIN_ALPHA (skin1.w)
#define ALPHA
#include <scHeaderObject>
#include <scObject>
or this way
BMAP* blood_smear_map1 = "blood1.tga"; // 32bit with alpha channel
...
c_trace
...
if (HIT_TARGET && you){
if (!ent_getdecal (you, 0, 35)){
PARTICLE* p = ent_decal (you, blood_smear_map1, 1, random (360));
if (p){
p.lifespan = 5000;
p.material = mtl_translucent;
}
}
}
...
..
.
material def from above
MATERIAL* mtl_translucent = {
effect = "simpTran.fx";
flags = ENABLE_RENDER;
event = sc_materials_event;
power = 200;
}
and the fx file simpTran.fx for the material above
#define SKIN_ALBEDO (skin1.xyz)
#define SKIN_ALPHA (skin1.w)
#define ALPHA
#define TRANSPARENT
#include <scHeaderObject>
#include <scObject>
Dealing with ShadeC and Acknex means to make compromises all the time. ...
Last edited by rayp; 08/04/16 18:26. Reason: missed PARTICLE* p =
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: Reconnoiter]
#461457
08/06/16 16:06
08/06/16 16:06
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Is there a way to make entites very bright regardless if they are in the shadows or not?
I need to make some 3d ui parts white or some other very bright color.
-edit, I came up with an alternative approach. You can use the lightning in your advantage if you only make e.g. the borders non-black (== efffected by lights etc.) and the middle part fully black, possible transparent. This way it doesn't matter much that the colored parts are effected since its only the border (it does not distract) and even makes the border less flat.
Last edited by Reconnoiter; 08/07/16 14:31.
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