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Thermal Vision

Discussion in 'Programming' started by Dark[NSF], Feb 13, 2005.

  1. Dark[NSF]

    Dark[NSF] Northwest Secessionalist Forces

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    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: Feb 13, 2005
  2. meowcat

    meowcat take a chance

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    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.
     
  3. [SAS]Solid Snake

    [SAS]Solid Snake New Member

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    A lot of alphaing problems are due to incorrect z buffer calculations. They might be able to be fixed with final blends/shaders, but its doubtful.
     

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