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Re: flat-shaded look?
[Re: Xarthor]
#133528
06/07/07 14:41
06/07/07 14:41
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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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
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Re: flat-shaded look?
[Re: ACKNEX007]
#133530
06/07/07 15:43
06/07/07 15:43
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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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
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Re: flat-shaded look?
[Re: ACKNEX007]
#133532
06/07/07 16:36
06/07/07 16:36
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Joined: Feb 2003
Posts: 211 Unna
Freddy_dup1
OP
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Posts: 211
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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.
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