TF2 Glow Effect (2013 SDK): Difference between revisions
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IS NEW Puddy (talk | contribs) m (IS NEW Puddy moved page L4D Glow Effect (2013 SDK) to TF2 Glow Effect (2013 SDK)) |
IS NEW Puddy (talk | contribs) (Materials Download.) |
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'''Materials Required:''' | |||
[https://www.dropbox.com/s/ltyomrglekrhriv/sdk2013_tf2_glowoutlinematerials.zip?dl=0 SDK2013_TF2_GlowOutlineMaterials.zip] | |||
* Precache the effect by placing this code in '''clientmode_shared.cpp''' (search for other references of '''CLIENTEFFECT_REGISTER_BEGIN''' for usage example): | * Precache the effect by placing this code in '''clientmode_shared.cpp''' (search for other references of '''CLIENTEFFECT_REGISTER_BEGIN''' for usage example): |
Revision as of 08:14, 25 November 2017
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 );
Materials Required:
SDK2013_TF2_GlowOutlineMaterials.zip
- 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_MATERIAL( "dev/halo_add_to_screen" )
CLIENTEFFECT_REGISTER_END_CONDITIONAL( engine->GetDXSupportLevel() >= 90 )
Don't forget to add the include defintion for the precache system!
#include "clienteffectprecachesystem.h"
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