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transparent duels?


bzug0

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Posted

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.

Posted

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.

Posted

not happy again :(

 

changing this value(legs.shaderRGBA[3]) doesn't seems to work... maybe its missing something

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