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authorsalmonik <salmonik@tuta.io>2026-11-04 22:09:14 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 22:09:14 +0100
commit0cbcbfc14997eff39e0c76acf30c48b851ed1f62 (patch)
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parentChams: real additive material, addref cached materials (diff)
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Chams: working alpha via RenderView blend and a custom VMT
Testing on :99 showed the material $alpha path is a dead end: UnlitGeneric takes translucency from the base texture/vertex alpha, and the debug materials have neither. Follow Amalgam: apply alpha with IVRenderView::SetBlend (VEngineRenderView014 slot 4) around the model draw, saving/restoring it. To have something translucent to blend, write a tiny UnlitGeneric VMT with $model 1 + $translucent 1 + a white base texture to <game>/<mod>/materials/hl2hake/translucent.vmt (plus a custom/ copy). It is written by a preload constructor so it exists before the material system scans its search paths, then loaded once with FindMaterial. Styles 0/3/4/6 use it when the colour alpha is below 255. Also: - Visible wireframe + through-wall: fill the visible silhouette first so the through-wall pass cannot show in the wireframe gaps, then draw a brightened contour. Style 6 is now "Solid + contour" (recolour + visible edges). - find_modules builds local snapshots and publishes them under a mutex; the setup thread and the server retry could reset the shared vectors live and crash at startup. Verified on :99: Solid + alpha 64 renders a see-through viewmodel, Solid + contour shows a blue fill with bright blue contours, Additive is a translucent coloured glow and Fullbright is a white additive glow.
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