• Render bounds problem
    3 replies, posted
The effect i've made (A simple laser so far) refuses to draw when looking at it from a specific location, so I guessed it was a render bounds problem, but somehow it doesn't change shit, and when i do [lua]local a,b = self:GetRenderBounds() print(a,b)[/lua] It always outputs this no matter what i set self:SetRenderBounds(vec1,vec2) to : [code]-1024.0000 -1024.0000 -1024.0000 1024.0000 1024.0000 1024.0000[/code] So does anyone know what causes this?
What code are you using for setting the bounds?
This is my entire effect : [lua]local SpriteMat = Material("wds/effects/blankparticle") local LaserMat = Material("cable/redlaser") local Col = Color(255,70,70,150) function EFFECT:Init(d) self.StartPos = d:GetStart() self.EndPos = d:GetOrigin() self.DieTime = CurTime()+0.3 self.Entity:SetRenderBoundsWS(self.StartPos,self.EndPos) end function EFFECT:Think() return self.DieTime > CurTime() end function EFFECT:Render() render.SetMaterial(SpriteMat) render.DrawSprite(self.StartPos,15,15,Col) render.SetMaterial(LaserMat) render.DrawBeam(self.EndPos,self.StartPos,15,0,0,Col) end[/lua]
I used this for my laser swep I made ages ago, and I put it in the render or draw function. Not the init. I don't know if it will work for you or not. [lua] v:SetRenderBoundsWS( pos, tr.HitPos, Vector() * 8 ) --No fuckin clue what the Vector()*8 is. I think I just copied that from where I got help. [/lua] Also, this was done clientside.
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