From 0cbcbfc14997eff39e0c76acf30c48b851ed1f62 Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 22:09:14 +0100 Subject: 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 //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. --- src/hl2h.h | 1 + 1 file changed, 1 insertion(+) (limited to 'src/hl2h.h') diff --git a/src/hl2h.h b/src/hl2h.h index f7274f1..34bf04f 100644 --- a/src/hl2h.h +++ b/src/hl2h.h @@ -69,6 +69,7 @@ struct GameInterfaces { void *enginetrace = nullptr; // EngineTraceClient003 (world vischeck) void *cvar = nullptr; // VEngineCvar004 (mat_fullbright etc.) void *modelrender = nullptr; // VEngineModel016 (chams) + void *renderview = nullptr; // VEngineRenderView014 (alpha/color modulation) }; extern GameInterfaces g_iface; -- cgit v1.2.3