TF2 Glow Effect (2013 SDK): Difference between revisions

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<source lang=cpp>
<source lang=cpp>
myObject->AddGlowEffect(); //Make it glow
myObject->AddGlowEffect(); //Make it glow
</source>
To update a glow, call:
<source lang=cpp>
myObject->UpdateGlowEffect(); //Update glow
</source>
</source>



Revision as of 03:23, 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 update a glow, call:

myObject->UpdateGlowEffect(); //Update glow

To stop a glow, call:

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