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Solved [L4D1] How to disable glow inheritance on parented model?


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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 02-21-2021 , 21:24   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #21

[L4D2] I'm having a similar problem with my hp sprite plugin.

When the entity is parented with SetParent to some client, behind walls the image becomes blurry (at the same time that the survivors body starts glowing).
If I set the "cl_glow_blur_scale" cvar to "0" then it disappears, so I think it's related to glow somehow.

The only workaround I have found so far was creating an info_target with SetParent in the client and then parenting the env_sprite to the info_target.

I believe this "fixes" the glow/blur behind the walls. When I remove "SetParent" from the entity the blur stops (since sprites don't glow). So it may work for other parented entities too.

You can also teleport the entity on every frame to the client (without parenting it) but will look a bit laggy sometimes.

I was also able to do that also using the m_hAttachedToEntity netprop, but this is limited to attachments, so I couldn't teleport it to specific positions. (didn't have tested much on this, so maybe can be a solution for someone, the only downside is that the entity won't be deleted when the client entity is "destroyed", similar to the Teleport solution)
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Last edited by Marttt; 02-21-2021 at 21:25.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 03-18-2021 , 13:55   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #22

Thanks a much, Marttt!
Proxy-parenting broke the glow inheritance.
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