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(Help) Changing Model Opacity's in HL

  • this is the clown
  • July 29, 2004 at 2:58 PM
  • this is the clown
    • July 29, 2004 at 2:58 PM
    • #1

    In a few threads in the level wip forum, i've noticed that using models for lights and lowering the opacity of the actual light part of the model has been suggested (ts_antrodome thread) and used (dm_fairytail).

    I was wondering if anyone could possibly tell me how to get this effect working in hl (as just changing the opacity under the blin paramters and then exporting to.smd and compiling, doesn't appear to work), i'm guessing something has to be added to the .qc file like with masked textures but google has come up with nothing of worth, when i've searched.

    So if someone could point this nub in the right direction, i'd be greatful

    Thanks in advance.

  • von*ferret
    • July 29, 2004 at 3:04 PM
    • #2

    I directed OL to make two files for one model. In one lamp youd' have the base model which has no properties, a simple model. And the other I'd have the model with the properties, ie: the lamp shade and light. Since I knew both would be tinted yellow I made them Additive's with 255 fx ammount. Then tweaked them as I see fit. Then I changed the fx color (think thats the name of the prop) into a creamy color. Doing that esp helps with black and white additive things, but I'm in a habbit of doing it. For my blue lights I did the same thing as above but did it 3 times. One for the base, one for the blue shade, and one for the yellow light. I believe they all turned out pretty well. Notice while this does not increase rspeeds since its all the same ammount of polygons, it does increase your entity count. So if you have few precious entities left over, I'd suggest compining them into one model and hoping for the best. Good luck.

  • this is the clown
    • July 29, 2004 at 3:15 PM
    • #3

    Thanks for the extra quick reply there ferret, i'll get right on it

  • zaphod
    • July 29, 2004 at 6:19 PM
    • #4

    engine specific questions go in the engine discussion forum

  • DD
    • July 30, 2004 at 5:41 AM
    • #5

    You can make select textures additive by using a qc file command.

    Code
    $texrendermode "filename.bmp" "additive"

    I placed this line just before the $bodygroup. You will also need valves latest release of studiomdl.exe.

    http://%7boption%7d

    Here's some more information for other effects: http://%7boption%7d

    Good luck... fgt. :wink:

  • von*ferret
    • July 30, 2004 at 7:54 AM
    • #6

    wish I had known about that. alas my way still works and I'm not about to change it since I have a deadline to meet.

  • madcow
    • July 30, 2004 at 10:31 AM
    • #7

    DD has all the hacks now coz he works for gearbox

  • Bic-B@ll
    • July 30, 2004 at 12:41 PM
    • #8

    dd likes bois

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