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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Env_Sprite Issue
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Author Topic: Env_Sprite Issue  (Read 6005 times)
Silverstream
Poster

Posts: 174


Project Suburb Developer


« on: August 12, 2010, 05:16:03 PM »

After hours of testing, I have been trying to sort through a problem regarding the rendering properties of a env_sprite.

My goal is to create a custom env_sprite texture that is essentially text with a warning.

I want to establish the same effect like the c4 warning symbol only visible to the traitors once a c4 has been planted.

This symbol renders through any geometry and doesn't scale up or down in size regardless of how far or close the player is to it. The Symbol is always
perfectly legible.

Of course, I want my env_sprite to be visible to everyone in the map (Traitors/Detectives/Innocents/Spectators).

I've been playing around with various parameters. My current setup is the following.

The VMT File

"UnlitGeneric"
{
"$spriteorientation" "vp_facing_upright"
"$spriteorigin" "[ 0.5 0.5 ]"
"$basetexture" "sprites/sprite_indicator"
"$vertexcolor" "1"
"$vertexalpha" "1"
"$translucent" "1"
"$nolod" "1"
"$nocull" "1"
"$ignorez" "1"
"$translucent" "1"
}

The VTF File

The VTF File is Width: 128, Height: 256 and has the following parameters.

Compression Format: BGRA8888

The following Flags are checked:

- Point Sample
- Anisotropic
- No Mipmap
- No Level of Detail
- Eight Bit Alpha (Format Specific)


Testing Observations

Rendering Mode Observations:

GLOW

When I set the Rendering mode of the env_sprite to "Glow", it delievers the effect I want in terms of not resizing regardless of distance however it will not render through geometry.

Even if I set the "Size of Glow Proxy Geometry " parameter of the env_sprite to a large value (9999) it will still not render through geometry.

ADDITIVE

When I set the Rendering mode of the env_sprite to "Additive", it properly renders through all geometry as it should however it doesn't keep a static size and will scale up or down depending if the player moves closer or further away.

ADDITIVE FRACTIONAL FRAME

Noticed same effect as "Additive setting"

TEXTURE/COLOR/NORMAL

These settings do not apply to what I want to accomplish. The sprite's alpha channel will become transparent but that's it. No rendering through geometry at all.


Changing VMT Settings

I have also tried changing the VMT setting from "UnlitGeneric" to "Sprite" and only noticed that the sprite isn't fully lit after a certain distance.

I have tried adding $ignorez in hopes to have it render regardless of distance.
I also used $nolod in hopes to have the level of detail remain static.
I have used $nocull to have the sprite appear the same on opposite ends.

-------------------------------------------------

So Here I am, stuck. Unable to find a solution. I would be forever greatful for assistance.

For BKU: I added you on Steam a few minutes ago before posting this thread. I believe it may be easier if you have the time to assist me. A steady conversation of any observable changes always helps :D

Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1 on: August 12, 2010, 06:53:40 PM »

As you probably know, the normal TTT HUD images are not sprites.

Hence, this is a general Source mapping question rather than a TTT question, which means I can't help you with it. I only know VMT/texture/rendering stuff if I've used it for something, and I've never tried to do something like this.
Tannerbondy
ZM2 Developer
*****
Posts: 7547



« Reply #2 on: August 12, 2010, 07:01:26 PM »

I think you want to use env_sprite_oriented instead.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #3 on: August 12, 2010, 07:41:35 PM »

Nope. I just thoroughly tested out the env_sprite_oriented. The only difference is you can set an angle for a certain direction so it permanently faces that area. Again, even with my $spriteorientation "vp_facing_upright" .vmt parameter, I receive the same observable effects.


Is it possible to code this in LUA? And then add it to my map. I can specify coordinates? and then toggle it on or off via the input/output system?
« Last Edit: August 12, 2010, 07:50:54 PM by Silverstream »
Tannerbondy
ZM2 Developer
*****
Posts: 7547



« Reply #4 on: August 12, 2010, 08:04:15 PM »

What about using the shader "Sprite"?
« Last Edit: August 12, 2010, 08:05:25 PM by Tannerbondy »
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #5 on: August 12, 2010, 08:17:33 PM »

Same effect. No difference.
Citizen_001
Build Tester
*
Posts: 3733


Male_07


« Reply #6 on: August 12, 2010, 08:48:35 PM »

If I may suggest, posting this thread on Interlopers.net would probably prove more useful. A lot more mappers are there and ready to help.

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from:  Dinner
The first time you see him he comes onto you so hard.
[/quote]
Tannerbondy
ZM2 Developer
*****
Posts: 7547



« Reply #7 on: August 12, 2010, 09:00:42 PM »

If I may suggest, posting this thread on Interlopers.net would probably prove more useful. A lot more mappers are there and ready to help.
Nice.
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