TF2 Glow Effect (2013 SDK): Difference between revisions
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</source> | </source> | ||
* Precache the effect by placing this code in '''clientmode_shared.cpp''' (search for other references of '''CLIENTEFFECT_REGISTER_BEGIN''' for usage example): | |||
<source lang=cpp> | |||
CLIENTEFFECT_REGISTER_BEGIN( PrecachePostProcessingEffectsGlow ) | |||
CLIENTEFFECT_MATERIAL( "dev/glow_color" ) | |||
CLIENTEFFECT_REGISTER_END_CONDITIONAL( engine->GetDXSupportLevel() >= 90 ) | |||
</source> | |||
= Usage = | = Usage = |
Revision as of 05:02, 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
}
- Precache the effect by placing this code in clientmode_shared.cpp (search for other references of CLIENTEFFECT_REGISTER_BEGIN for usage example):
CLIENTEFFECT_REGISTER_BEGIN( PrecachePostProcessingEffectsGlow )
CLIENTEFFECT_MATERIAL( "dev/glow_color" )
CLIENTEFFECT_REGISTER_END_CONDITIONAL( engine->GetDXSupportLevel() >= 90 )
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