Thermal Vision

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Dark[NSF]

Northwest Secessionalist Forces
I was looking around on the wiki and found this:


ZTest must equal false on the texture for this to work
Code:
    foreach DynamicActors(class'pawn', p)
    {
        if ( p != playerowner.pawn )
        {
            p.SetOverlayMaterial(FinalBlend'XGameShaders.ModuNoise',0.75, false);
        }
    }

I slapped it in my HUD and I could see the pawns directly through BSP, karma actors, but not statics... Which is why I am here. Is there anyway I could see through statics?? I want to be able to see the pawn through anything.


And if not is there any other way I might be able to accomplish this effect?
 
Last edited:

meowcat

take a chance
Jun 7, 2001
803
3
18
Are the static meshes covered with a texture that has an alpha channel? Extra alpha channels (especially in textures of objects that are in front of others) seem to cause a lot of weird overdraw problems.

Also a potential problem in that code (that I have yet to find a solution to) is that when the overlay material is set on a listen server, that overlay is replicated to the client computers regardless of whether or not they have thermal vision turned on.