bzug0 Posted July 17, 2006 Share Posted July 17, 2006 Can anyone know how can I add some transparency to private duelers :s Or at least some tips from where to start. Link to comment Share on other sites More sharing options...
ensiform Posted July 17, 2006 Share Posted July 17, 2006 well JA+ has a serverinfo cvar jp_duelAlpha or something, and the client transmits that i think in the cgs_t struct, then when applying the duel shader, it sets that value to the 'a' (alpha) value of the shader. Link to comment Share on other sites More sharing options...
bzug0 Posted July 18, 2006 Author Share Posted July 18, 2006 Still not tested yet but in cg_players.c and cg_player I found if (!cg.snap->ps.duelInProgress && cent->currentState.bolt1 && !(cent->currentState.eFlags & EF_DEAD) && cent->currentState.number != cg.snap->ps.clientNum && (!cg.snap->ps.duelInProgress || cg.snap->ps.duelIndex != cent->currentState.number)) { legs.shaderRGBA[0] = 50; legs.shaderRGBA[1] = 50; legs.shaderRGBA[2] = 255; legs.renderfx &= ~RF_RGB_TINT; legs.renderfx &= ~RF_FORCE_ENT_ALPHA; legs.customShader = cgs.media.forceSightBubble; trap_R_AddRefEntityToScene( &legs ); } adding this line legs.shaderRGBA[3] = somealphavalue; might work, or something around this. Link to comment Share on other sites More sharing options...
ensiform Posted July 18, 2006 Share Posted July 18, 2006 aye. Link to comment Share on other sites More sharing options...
bzug0 Posted July 19, 2006 Author Share Posted July 19, 2006 I'm happy ...xD Link to comment Share on other sites More sharing options...
bzug0 Posted July 19, 2006 Author Share Posted July 19, 2006 not happy again changing this value(legs.shaderRGBA[3]) doesn't seems to work... maybe its missing something Link to comment Share on other sites More sharing options...
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