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How to make character behind a block visible #242096
12/21/08 11:51
12/21/08 11:51
Joined: Dec 2004
Posts: 11
J
Jonah Offline OP
Newbie
Jonah  Offline OP
Newbie
J

Joined: Dec 2004
Posts: 11
I didn't really know where to post this, so I posted here, sorry if it's the wrong place.
Anyway, I'd like to know how is it possible to make a character visible to the camera if there's a block between the camera and the character, blocking the view. Kinda like in Mario Galaxy or Left 4 Dead, where you can see where your characters are even though there are walls blocking the view. I hope you understand what I mean. Thanks in advance

Re: How to make character behind a block visible [Re: Jonah] #242138
12/21/08 16:25
12/21/08 16:25
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Joined: Aug 2002
Posts: 3,258
Mainz
I think it's possible with a FFP effect in the entitie's material effect. But I don't how it goes.

Re: How to make character behind a block visible [Re: oliver2s] #242141
12/21/08 16:45
12/21/08 16:45
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline
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kasimir  Offline
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Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
perhaps create a 2nd View-Entity?
but i think, that would not look nice -.-

Re: How to make character behind a block visible [Re: kasimir] #242165
12/21/08 18:35
12/21/08 18:35
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
hmm...
Is there no way to change a shader for Outlines, to show the Outlines over everything ( like in diablo.. the red enemy marker behind walls )..


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
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Re: How to make character behind a block visible [Re: Espér] #242420
12/22/08 23:50
12/22/08 23:50
Joined: Nov 2008
Posts: 15
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Hallucinogen Offline
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Hallucinogen  Offline
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H

Joined: Nov 2008
Posts: 15
The

my.ZNEAR = ON;
set(my,ZNEAR);

commands might be able to pull this off

taken directly from the manual

"If this flag is set, the MaxZ value of the D3D viewport is temporarily reduced by the d3d_near_models or d3d_near_sprites factor, depending on the type of the entity. Adjust the factors for fine-tuning the clipping".

dont quote me on this working as you hoped. but i remember accidently setting this flag on the wrong model and i could see it through the walls


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