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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: Reconnoiter]
#461620
08/14/16 09:10
08/14/16 09:10
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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But seriously, is that cross on her boob a decal? Looks good than.
Last edited by Reconnoiter; 08/14/16 09:11.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: rayp]
#461868
08/26/16 12:14
08/26/16 12:14
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Oh I thought the cross was a decal of the player's hammer, hence the 'leave alone' picture/joke.
Last edited by Reconnoiter; 08/26/16 12:14.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: Reconnoiter]
#463662
12/20/16 20:30
12/20/16 20:30
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Anyone tried creating sprites and fog entities with shade-c?
I mean with these functions; ENTITY* sc_ent_softFog(ENTITY* ent, VECTOR* color, int inFadeDist, int inSoftness, int inTexMoveSpeed, VECTOR* noiseScale , int pType)
and ENTITY* sc_ent_softSprite(ENTITY* ent, VECTOR* color, int inFadeDist, int inSoftness, int pType)
I especially wonder how sc_ent_softFog looks like, but I can't seem to get that one working (only see normal map on my entity and not the chosen fog colors).
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: rayp]
#463674
12/21/16 10:51
12/21/16 10:51
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Joined: Dec 2011
Posts: 1,823 Netherlands
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Setup fog now but still have the same error, maybe I call sc_ent_softFog wrong? (i am trying it on some random models like trees etc):
sc_ent_softFog (my, vector(255, 255, 255), vector(2000, 100, 50), vector(255, 255, 255), 0);
Last edited by Reconnoiter; 12/21/16 10:52.
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