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

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</source>
 
</source>
  
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* 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 )
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CLIENTEFFECT_MATERIAL( "dev/glow_color" )
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CLIENTEFFECT_REGISTER_END_CONDITIONAL( engine->GetDXSupportLevel() >= 90 )
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</source>
  
 
= Usage =
 
= Usage =

Revision as of 04:02, 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