View Full Version : A rounded Ammo meter?
kenney001
August 1st, 2007, 01:09 PM
I have an ammo meter, and when i added an alpha, it made it almost completely transparent except for a few spots at the end. The alpha contains solid white, and solid black. Any ideas?
CtrlAltDestroy
August 1st, 2007, 01:20 PM
Are you compiling your texture correctly?
kenney001
August 1st, 2007, 01:36 PM
http://i62.photobucket.com/albums/h94/vote1sanches/Untitled-3.jpg
http://i62.photobucket.com/albums/h94/vote1sanches/Untitled-4.jpg
It seems to be somewhat visible when a super high FOV is used, but not up close. THis is with a full clip.
http://i62.photobucket.com/albums/h94/vote1sanches/1screenshot00.jpg
http://i62.photobucket.com/albums/h94/vote1sanches/0screenshot00.jpg
I copied the shader_transparent_meter settings from the Plasma Rifle, and just changed the bitmaps to explicit Alpha. I dont get it.
Lightning
August 1st, 2007, 05:14 PM
Use Interpolated Alpha or 32 bit.
Explicit is only solid white or black.
p0lar_bear
August 1st, 2007, 05:25 PM
You should have copied the settings from the plasma pistol.
The bitmap is like what you have; 2D texture, uses explicit alpha.
Also, are your function exports and meter shader correct? Make sure the value source matches whatever function is linked to magazine ammo.
kenney001
August 1st, 2007, 06:25 PM
it works perfectly fine if i have no alpha, which means its not a meter setting. I just want to round off the meters, not have the solid blocks. They did this with the plasma rifle, and that is what i was looking at.
I am having no trouble with getting it to count down or anything, im having problems with it showing up right after i add the alpha mask.
Also, if i use a super-high FOV (as shown above) it shows up, and counts down like it should, its just not appearing very well in the standard FOv range, and it is missing triangles.
p0lar_bear
August 1st, 2007, 07:14 PM
Hmm. Interesting.
Try pulling the plane that has the meter on it away from the magazine a bit?
Random thought, it looks like a mipmapping issue though. :?
kenney001
August 1st, 2007, 11:42 PM
mipmapping? Hmmmm......whats that?
Masterz1337
August 1st, 2007, 11:47 PM
Get on AIM kenny, I'lll show ya what he means.
p0lar_bear
August 2nd, 2007, 02:19 AM
Mipmapping is the automatic downsizing of a bitmap when you import it into a bitmap tag. It helps the rendering engine in that it uses those lower resolution bitmaps on the faraway item to save rendering time. The drawback is that it increases the size of your bitmaps.
Anyway, I'm thinking that it's a mipmapping problem, since it renders fine when you move it far away, but when it's close, nothing happens. Can you test it out further, by perhaps moving your FP arms with Yelo Battery?
kenney001
August 4th, 2007, 02:12 PM
*FIXED* It was the UVW mapping. The meter had a UVW that only took up one pix vertically, so my alpha was causing it to be transparent where it DID show up. YAY! Thank you all.
http://i62.photobucket.com/albums/h94/vote1sanches/yay.jpg
ICEE
August 4th, 2007, 03:12 PM
that carbine looks awesome. really. i hope it has better firing than the crappy ones we have now
kenney001
August 4th, 2007, 05:47 PM
i have completely reanimated it and added the correct contrails and all. Thanks though....
Pooky
August 4th, 2007, 11:59 PM
Ahem...
:zteam:
Their carbine looks better, actually D:
ICEE
August 5th, 2007, 12:51 AM
zteams carbine LOOKS good, but its firing is terrible. doesnt NEARLY immitate the true carbine
Bastinka
August 5th, 2007, 12:53 AM
zteams carbine LOOKS good, but its firing is terrible. doesnt NEARLY immitate the true carbine
That's true, then again the carbine rapes in Halo 2, well if you use it right..
EDIT: Done, did, and gone.
ICEE
August 5th, 2007, 12:59 AM
damn strait
Bastinka
August 5th, 2007, 01:00 AM
Damn straight, I'm damn straight.
EDIT: Done, did, and gone.
CtrlAltDestroy
August 5th, 2007, 01:04 AM
zteams carbine LOOKS good, but its firing is terrible. doesnt NEARLY immitate the true carbine
Due to engine limitations.
The Halo 2 carbine is set up to always have a constant rate of fire, no matter how fast you tap the trigger. If you tap the trigger faster than intended in Halo CE, the gun will just refuse to fire rather than firing again after the set time between shots has elapsed.
You have to factor in technical restrictions before criticizing.
ICEE
August 5th, 2007, 01:09 AM
i was not aware of that. but also, the contrails seem to small
Pooky
August 5th, 2007, 03:32 AM
I'll agree with that, the contrail on zteams carbine should be a bit thicker.
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