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Old 07-17-2006, 06:40 PM   #1
bzug0
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transparent duels?

Can anyone know how can I add some transparency to private duelers :s

Or at least some tips from where to start.
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Old 07-17-2006, 06:42 PM   #2
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well JA+ has a serverinfo cvar jp_duelAlpha or something, and the client transmits that i think in the cgs_t struct, then when applying the duel shader, it sets that value to the 'a' (alpha) value of the shader.


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Old 07-18-2006, 06:31 PM   #3
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Still not tested yet but in cg_players.c and cg_player I found

Code:
	if (!cg.snap->ps.duelInProgress && cent->currentState.bolt1 && !(cent->currentState.eFlags & EF_DEAD) && cent->currentState.number != cg.snap->ps.clientNum && (!cg.snap->ps.duelInProgress || cg.snap->ps.duelIndex != cent->currentState.number))
	{
		legs.shaderRGBA[0] = 50;
		legs.shaderRGBA[1] = 50;
		legs.shaderRGBA[2] = 255;
		
		legs.renderfx &= ~RF_RGB_TINT;
		legs.renderfx &= ~RF_FORCE_ENT_ALPHA;
		legs.customShader = cgs.media.forceSightBubble;
		
		trap_R_AddRefEntityToScene( &legs );
	}
adding this line
Code:
legs.shaderRGBA[3] = somealphavalue;
might work, or something around this.
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Old 07-18-2006, 06:55 PM   #4
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aye.


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Old 07-19-2006, 09:50 AM   #5
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I'm happy


...xD
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Old 07-19-2006, 05:47 PM   #6
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not happy again

changing this value(legs.shaderRGBA[3]) doesn't seems to work... maybe its missing something
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