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-   -   [CS:GO] How to cover a material to an entity (https://forums.alliedmods.net/showthread.php?t=326538)

bklol 08-05-2020 03:33

[CS:GO] How to cover a material to an entity
 
Hello there! Is there any way to make the material cover an entity? I want to spawn an entity and cover another materials on it。Can someone help me with this it?

foxhound27 08-05-2020 06:28

Re: [CS:GO] How to cover a material to an entity
 
what do you mean by material = vmt files ..sprites? o.o

bklol 08-05-2020 08:28

Re: [CS:GO] How to cover a material to an entity
 
I mean a vmt files。。。。。

backwards 08-06-2020 21:43

Re: [CS:GO] How to cover a material to an entity
 
no way to do this in source engine without recompiling the model with new materials (unless you're in gmod, which isn't supported by sourcemod)

*edit* you might be able to use temp entity ("Entity Decal")'s to place decals on entitys, however this might not be too useful if it can't achieve the effect you are looking for

bklol 08-07-2020 05:35

Re: [CS:GO] How to cover a material to an entity
 
thank you,i will try it

bklol 08-07-2020 09:19

Re: [CS:GO] How to cover a material to an entity
 
Quote:

Originally Posted by backwards (Post 2713300)
no way to do this in source engine without recompiling the model with new materials (unless you're in gmod, which isn't supported by sourcemod)

*edit* you might be able to use temp entity ("Entity Decal")'s to place decals on entitys, however this might not be too useful if it can't achieve the effect you are looking for

hello if i want to cover a materials to a player model
like
PHP Code:

        int m_iViewModel CreateEntityByName("prop_dynamic_override");
    
DispatchKeyValue(m_iViewModel"targetname","1");
    
DispatchKeyValue(m_iViewModel"spawnflags""64");
    
DispatchKeyValue(m_iViewModel"model""models/example.mdl");
    
DispatchKeyValue(m_iViewModel"rendermode""0");
    
DispatchKeyValue(m_iViewModel"renderfx""0");
    
DispatchKeyValue(m_iViewModel"rendercolor""255 255 255");
    
DispatchKeyValue(m_iViewModel"renderamt""255");
    
DispatchKeyValue(m_iViewModel"solid""0");
    
DispatchSpawn(m_iViewModel);
        
float m_fOrigin[3], m_fAngles[3], m_fRadians[2], m_fPosition[3];

    
GetClientAbsOrigin(clientm_fOrigin);
    
GetClientAbsAngles(clientm_fAngles);
    
TeleportEntity(m_iViewModelm_fPositionm_fAnglesNULL_VECTOR);

    
TE_Start("Entity Decal");
    
TE_WriteVector("m_vecOrigin",m_fPosition); // i really dont know
    
TE_WriteNum("m_nEntity",0);
    
TE_WriteNum("m_nIndex",PrecacheDecal("decal/example.vmt"true));
    
TE_SendToAll(); 

how can i cover the Entity Decal to m_iViewModel?:|


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