TF2 Glow Effect (2013 SDK): Difference between revisions
Jump to navigation
Jump to search
Beerdude26 (talk | contribs) mNo edit summary |
Beerdude26 (talk | contribs) mNo edit summary |
||
Line 12: | Line 12: | ||
UnlitGeneric | UnlitGeneric | ||
{ | { | ||
$basetexture red | $basetexture red // or white, or whatever you like | ||
$ignorez 1 | $ignorez 1 | ||
$model 1 | $model 1 |
Revision as of 03:24, 8 April 2014
Activation
- Add GLOWS_ENABLE to the preprocessor directives on your client and server projects (don't forget to add it for release and debug, too!)
- Add the following line to ClientModeShared::DoPostScreenSpaceEffects:
g_GlowObjectManager.RenderGlowEffects( pSetup, 0 );
- Create a .VMT file in /materials/dev/ called "glow_color.vmt" with the following contents:
UnlitGeneric
{
$basetexture red // or white, or whatever you like
$ignorez 1
$model 1
$linearwrite 1
}
Usage
Objects derived from CBaseEntity are able to glow, but setters and getters for the glow effect only appear to be defined from CBaseCombatCharacter onwards.
To start a glow, call:
myObject->AddGlowEffect(); //Make it glow
To update a glow, call:
myObject->UpdateGlowEffect(); //Update glow
To stop a glow, call:
myObject->RemoveGlowEffect(); //Make it stop glowing