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  1. -Rendering is basically how a game engine applies various effects to something.
  2.  
  3. -All of the lights you see in a map all have to be calculated out in order to create shadows, and shade everything according to the properties of the light.
  4.  
  5. -Since half life is a 5 (maybe 6 now?) year old game, it isn't very complex.
  6.  
  7. -A great thing about changing renders is that no matter what combination's you enter, you can't crash the server. (Unless its a crappy unstable server)
  8.  
  9. -----------------------------------------------------------------------------------
  10. First, and most important is the Mode (render mode)
  11. Words in bold are what you enter after the command
  12.  
  13. 0=Normal (brush entities, models, sprites)
  14. 1=Color (brush entities, sprites)
  15. 2=Texture (brush entities)
  16. 3=Glow (sprites)
  17. 4=Solid (brush/solid entities)
  18. 5=Additive (brush entities, models, sprites)
  19.  
  20. -The mode will affect what you're re-rendering the most, it changes what the rest of the commands (after mode) will change.
  21.  
  22. WARNING: Using mode 3 on something other than a sprite, will cause a very annoying console spam saying something like "none sprite set to glow".
  23. -----------------------------------------------------------------------------------
  24. Next is the amt/amount.
  25.  
  26. -This should have really been placed after the effects and r g b variables, since they are closely related.
  27.  
  28. -In most situations (depending on what mode and FX you use) this will edit the transparency.
  29.  
  30. -For this parameter, you enter a number 1-255. 255 will apply an effect the most (the most opaque in most cases). 1 will make the object completely invisible (in most situations).
  31. -----------------------------------------------------------------------------------
  32. Now we get to FX/effects
  33.  
  34. -These will stay the same no matter what mode you are in, but may not be visible.
  35. -Depending on the amount (last section) the effect will be the most visible.
  36.  
  37. -They work best in modes 0,1,4,5
  38.  
  39. Possibilities:
  40. 1-19
  41. Since the descriptions valve gives them aren't the best, I suggest you play around with all of them, and remember ones you like. Here are my favorite ones:
  42.  
  43. 0-nothing
  44. 1-Slow Smooth Fade (in and out)
  45. 2-Fast Smooth Fade (in and out)
  46. 8-Slow Flicker (random in and out)
  47. 9-Fast Flicker (random in and out)
  48. 10-Slow Consistent Flashing (off and on)
  49. 11-Fast Consistent Flashing (off and on) Will hurt your eyes
  50. 15-Liquid Fast Flicker (very quick fading in and out)
  51. 16-Hologram (models and sprites only) It will look like 15, but will jump every once in awhile. The further you get away from something with this effect applied, it will become completely invisible.
  52. 19-Glow Shell (models only) This is the most famous render effect. It can be seen in Quake 2 and 3. This is the colored mesh looking thing that surrounds a model. Its the effect used with Invunerability and Quad Damage, and AdminMod's "glow red" "glow white" "glow police" commands. You can NOT have a black glow shell.
  53. -----------------------------------------------------------------------------------
  54. R G B
  55. Red Green Blue
  56.  
  57. -Ever look really close to your TV? Each pixel is made up of red, green, and blue bars. Different intensities of these colors mixed together will get you any color your eye can see.
  58.  
  59. -A more scientific coloring technique is C M Y L. Cyan Magenta Yellow Black. This is what printers use in order to get a much more detailed picture. You don't need to worry about this...
  60.  
  61. you will enter different intensities of these colors using numbers 0-255. You mix them together to get different colors. Its kind of like mixing paint.
  62. Numbers to keep in mind: 255, 128, 64, 0
  63.  
  64. 255 0 0 - red
  65. 0 255 0 - green
  66. 0 0 255 - blue
  67. 255 255 255 - white
  68. 0 0 0 - black
  69. 255 128 0 - orange
  70. 255 255 0 - yellow
  71. 128 0 128 - violet
  72. 255 0 255 - magenta
  73. 0 255 255 - cyan
  74.  
  75. Try different variations to get some cool looking combinations.
  76. 128 128 255 - electric blue
  77. 0 128 64 - army green
  78. 128 64 0 - maroon
  79. 128 255 0 - neon green
  80. 255 128 255 - neon pink
  81. 128 128 128 - gray...
  82. 255 255 128 - neon yellow
  83. 128 0 255 - sky blue
  84. 0 128 128 - teal
  85.  
  86. I figured most of these out on my own, but a good aid in figuring out colors is using MSPaint. Double click on a color at the bottom of the screen, click "Define Custom Colors", move the curser around the color gradient and look at the red green blue values.
  87. -------------------------------------------------------------------------------------
  88. So, here's just some render commands you could try to get you started...
  89. You could use admin_render persons_name_here before the other commands in order to apply a render on somebody who currently isn't near you, or for targeting yourself.
  90.  
  91. On a model:
  92. e_render 0 1 19 255 0 0 - red glow shell
  93. e_render 5 1 19 255 0 0 - red crystal glow shell
  94. e_render 1 1 19 255 0 0 - red cloak glow shell
  95. e_render 0 255 19 255 0 0 - red messy glow shell
  96. e_render - shiny!
  97. e_render 5 255 16 0 0 0 - hologram
  98. e_render 1 0 0 0 0 - invisible
  99. e_render 0 0 0 0 0 - reset (completely opaque with no effects applied)
  100.  
  101. On a solid brush:
  102. e_render 1 255 0 255 0 0 - solid red
  103. e_render 1 128 0 255 0 0 - transparent red
  104. e_render 1 255 0 0 0 - solid black
  105. e_render 1 255 0 255 255 255 - solid white
  106. e_render 4 255 0 0 0 0 - hides the decals (blood, bullet holes, sprays)
  107. e_render 2 128 0 0 0 0 - textured with transparency (glass)
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