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Re: flat-shaded look? [Re: Xarthor] #133528
06/07/07 14:41
06/07/07 14:41
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
exactly what I was going to say. As well as for the offsets, you cam simply do something like this:

Code:

ACTION Gun
{
...
proc_late();
while(1)
{
...
temp.x = 50;
temp.y = 0;
temp.z = -20;
vec_rotate(temp, camera.pan);
vec_set(my.x, temp);
vec_set(my.pan, camera.pan);
...
wait(1);
}
}



Last edited by xXxGuitar511; 06/07/07 18:01.

xXxGuitar511
- Programmer
Re: flat-shaded look? [Re: Xarthor] #133529
06/07/07 14:45
06/07/07 14:45
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline
Member
ACKNEX007  Offline
Member

Joined: Jun 2007
Posts: 236
acknex.exe
"
Use level entities and the following flags:
- passable, so the weapon does not block the player's movement
- znear, so the weapon does not get into walls or anything similar
"
Hi Xarthor ,
Freddy need help with Shading (lighting) ?
will passable objects solve that problem ? ;-)

Thanks

Re: flat-shaded look? [Re: ACKNEX007] #133530
06/07/07 15:43
06/07/07 15:43
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Passable flag will not affect shading. It's simply for collision.

znear draws the entity above geometry and other entities (as if it were a view entity). This can only be set through script.

The code above will simply position the entity relative to the view (as a view entity does automatically. You'll have to adjust the temp offset though


xXxGuitar511
- Programmer
Re: flat-shaded look? [Re: xXxGuitar511] #133531
06/07/07 16:22
06/07/07 16:22
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline
Member
ACKNEX007  Offline
Member

Joined: Jun 2007
Posts: 236
acknex.exe
oh..ok

so lets try to do that.

Re: flat-shaded look? [Re: ACKNEX007] #133532
06/07/07 16:36
06/07/07 16:36
Joined: Feb 2003
Posts: 211
Unna
F
Freddy_dup1 Offline OP
Member
Freddy_dup1  Offline OP
Member
F

Joined: Feb 2003
Posts: 211
Unna
Thank you!
I used the code to place the gun and an invisible entity-light next to
it. This is how it looks:

I made the gun very small and close
to the camera to avoid getting into a wall.
Than I tried znear. That`s even better.
Thanks!

Last edited by Freddy; 06/07/07 16:42.
Re: flat-shaded look? [Re: Freddy_dup1] #133533
06/07/07 17:01
06/07/07 17:01
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline
Member
ACKNEX007  Offline
Member

Joined: Jun 2007
Posts: 236
acknex.exe
nice..

happy to hear..that your problem is solved. !

Thanks

Re: flat-shaded look? [Re: ACKNEX007] #133534
06/07/07 18:02
06/07/07 18:02
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Ha, no problem. Well actually, there is. I forgot to add a line that gives the gun the same angle as the camera

I fixed it in my above post (highlighted in red). Sorry about that...


xXxGuitar511
- Programmer
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