• View Model Halo Issue
    3 replies, posted
I'm trying to draw a halo around the viewmodel of the player, but its turning out like this: [img]http://i.imgur.com/G1ja4jW.jpg[/img] [code] for k,v in pairs( playerGet() ) do if v:HasEnergyShield() and v:Alive() then local dist = LocalPlayer():GetPos():Distance( v:GetPos() ) local scale = 1 - ( dist / 800 ) p = v:GetShieldCharge()/v:GetShieldMax() local tbl = { v } local wep = v:GetActiveWeapon() local vm = v:GetViewModel() if IsValid( vm ) and not table.HasValue( blackList, wep:GetClass() ) then tbl[ #tbl+1 ] = vm end halo.Add( tbl, Color( 255*(1-p), 70*p, 200*p, 255 - 150*(p) ), 2*scale, 2*scale, 5, true, false ) end end [/code] No idea what's up with this, any help is appreciated.
I don't think you can fix that. It's caused by halos rendering with the wrong FOV. ( It uses your view's FOV instead of the view models FOV )
[QUOTE=Robotboy655;48615474]I don't think you can fix that. It's caused by halos rendering with the wrong FOV. ( It uses your view's FOV instead of the view models FOV )[/QUOTE] I've modified the halo.Add as well as the halo.Render function to include an FOV option, but now I need to work out a formula that works for all FOVs.
[QUOTE=Fortune11709;48615728]I've modified the halo.Add as well as the halo.Render function to include an FOV option, but now I need to work out a formula that works for all FOVs.[/QUOTE] Well, its a bit hard, you would need to create a value for each resolution since it changes from res to res.
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