TF2 Glow Effect (2013 SDK): Difference between revisions

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(Created page with "= 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...")
 
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= Usage =
= Usage =


Objects derived from CBaseCombatCharacter are able to glow.
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:  
To start a glow, call:  

Revision as of 03:21, 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
    $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 stop a glow, call:

myObject->RemoveGlowEffect(); //Make it stop glowing