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Is it sprite or code ?


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SHIELD755
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Old 11-04-2018 , 07:21   Is it sprite or code ?
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i have seen a sentry gun see the pic below







as you can see there is BLUE glow on sentry gun so i am little bit confuse is it any sprite which is attach to model or its is fm_set_rendering code or something like that
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wilianmaique
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Old 11-04-2018 , 09:19   Re: Is it sprite or code ?
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It's a code
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marcelowzd
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Old 11-04-2018 , 10:15   Re: Is it sprite or code ?
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It is done via code. Zombie Plague uses the same effect in "Zombie Madness" skill.
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SHIELD755
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Old 11-04-2018 , 10:48   Re: Is it sprite or code ?
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is it possible to make a glowing sprite and attach to model
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Krtola
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Old 11-04-2018 , 11:00   Re: Is it sprite or code ?
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For light effect like on this photo u will need code for that any way.
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SHIELD755
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Old 11-04-2018 , 11:36   Re: Is it sprite or code ?
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hmm i have tried by code fm_set_rendering but it glow onle shell(uppermodel) but i need this glow in some radius or in wide area so can anybody help ?
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Krtola
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Old 11-04-2018 , 14:59   Re: Is it sprite or code ?
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Quote:
Originally Posted by SHIELD755 View Post
hmm i have tried by code fm_set_rendering but it glow onle shell(uppermodel) but i need this glow in some radius or in wide area so can anybody help ?
Rendering is not for light effect from this photo.
te_dlight or somthing like that.

Last edited by Krtola; 11-04-2018 at 15:17.
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E1_531G
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Old 11-04-2018 , 15:57   Re: Is it sprite or code ?
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This is TE_DLIGHT message.
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SHIELD755
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Old 11-04-2018 , 18:52   Re: Is it sprite or code ?
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te dlight ? i never work with this code can you give me a small tutorial or a example
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iceeedr
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Old 11-04-2018 , 21:13   Re: Is it sprite or code ?
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This way, I think.

Code:
public fl(ent)
{
	// check if entity isn't valid
	if(!pev_valid(ent))
		return;
	
	// new variable for origin and get origin of entity
	static Floatrigin[3];
	pev(ent,pev_origin,origin);
	
	// send the light flash
	message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
	write_byte(27); // TE_DLIGHT
	write_coord(floatround(origin[0])); // x
	write_coord(floatround(origin[1])); // y
	write_coord(floatround(origin[2])); // z
	write_byte(radius); // radius
	write_byte(255); // r
	write_byte(255); // g
	write_byte(255); // b
	write_byte(255); // life
	write_byte(60); // decay rate
	message_end();	
}
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