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| author | salmonik <salmonik@tuta.io> | 2026-11-04 22:09:14 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-04 22:09:14 +0100 |
| commit | 0cbcbfc14997eff39e0c76acf30c48b851ed1f62 (patch) | |
| tree | 19a5b0996bdf9e096f79e9636ebb48b57e10e643 /src/settings.h | |
| parent | Chams: real additive material, addref cached materials (diff) | |
| download | hl2h-0cbcbfc14997eff39e0c76acf30c48b851ed1f62.tar.gz hl2h-0cbcbfc14997eff39e0c76acf30c48b851ed1f62.zip | |
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.
Diffstat (limited to 'src/settings.h')
0 files changed, 0 insertions, 0 deletions
