Difference between revisions of "TF2 Glow Effect (2013 SDK)"

From Valve Developer Community
Jump to: navigation, search
m
m
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 02:24, 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