Release Improved 3D icons
#1
Hello

This is another code I found out while I was exploring my zombie mod folder, it is meant to be used on boxes, it spawns a shader over it that only appears when you are close and looking at it, it fades in and out to give a better effect.

Code:
iShader( shader ) { trigger = Spawn( "trigger_radius", self.origin, 0, 150, 72 ); icon = NewHudElem( ); icon SetShader( shader, 150, 150 ); icon.alpha = 0; icon.color = ( 1, 1, 1 ); icon.x = self.origin[ 0 ]; icon.y = self.origin[ 1 ]; icon.z = self.origin[ 2 ] + 55; icon SetWayPoint( true, true ); wait ( 0.05 ); while( 1 ) { trigger waittill( "trigger", player ); if( !isplayer( player ) ) continue; while( player IsTouching( trigger ) ) { if( VectorDot( anglesToForward( player.angles ), VectorNormalize( trigger.origin - player.origin ) ) > 0.766 ) FadeIcon( icon, "in" ); else FadeIcon( icon, "out" ); wait ( 0.25 ); } FadeIcon( icon, "out" ); } } FadeIcon( icon, what ) { if( what == "in" ) { icon FadeOverTime( 0.2 ); icon.alpha = 1; wait ( 0.2 ); } else if( what == "out" ) { icon FadeOverTime( 0.2 ); icon.alpha = 0; wait ( 0.2 ); } else { if( icon.alpha == 0 ) { icon FadeOverTime( 0.2 ); icon.alpha = 1; wait ( 0.2 ); } else { icon FadeOverTime( 0.2 ); icon.alpha = 0; wait ( 0.2 ); } } }

Example of use:

Code:
block = spawn( "script_model", ( 100, 30, -1000 ) ); block setModel( "com_plasticcase_beige_big" ); block thread iShader( "hudicon_neutral" );

Thanks for reading
Reply

#2
nice, also you can do it by using simple line. (i used it in mw2rotu)
I will post it there if i will find it.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#3
How can I invert it to be if you're farther from it, the shader shows. But the closer you are it, the less it shows?

Edit: Never mind I got it, just had to replace the fadeicon( icon, "in" ); and so with the opposites.

Edit 2: I'm going to use this in AIZombies eXtreme 2.0, just a heads up. Credits obviously given.
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
Reply

#4
(06-18-2013, 20:01)DidUknowiPwn Wrote: How can I invert it to be if you're farther from it, the shader shows. But the closer you are it, the less it shows?

Edit: Never mind I got it, just had to replace the fadeicon( icon, "in" ); and so with the opposites.

Edit 2: I'm going to use this in AIZombies eXtreme 2.0, just a heads up. Credits obviously given.

Could you post 1-2 picture about how does it look w/ the added shader and w/o?
Reply

#5
(06-18-2013, 21:41)TheRaZ Wrote:
(06-18-2013, 20:01)DidUknowiPwn Wrote: How can I invert it to be if you're farther from it, the shader shows. But the closer you are it, the less it shows?

Edit: Never mind I got it, just had to replace the fadeicon( icon, "in" ); and so with the opposites.

Edit 2: I'm going to use this in AIZombies eXtreme 2.0, just a heads up. Credits obviously given.

Could you post 1-2 picture about how does it look w/ the added shader and w/o?

Okay so they're basically the same thing but it just hides the icon when you're looking at it (using a transition, in my version at least).
Original it's hidden until you look at it.
Video coming.
Edit:
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
Reply

#6
There is a bug where if let's say the area it was threaded from i.e. box location in point A in the map. And the box moved to point B the waypoint will still be at A. Any idea on how to fix it?
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
Reply

#7
(06-20-2013, 01:58)DidUknowiPwn Wrote: There is a bug where if let's say the area it was threaded from i.e. box location in point A in the map. And the box moved to point B the waypoint will still be at A. Any idea on how to fix it?

Create wp1, if box moved Destroy wp1 and if destroyed create new waypoint?
Reply

#8
Or put this inside a while, so it keeps changing its position according to the box.

Code:
trigger setOrigin( (x,y,z ) ); icon.x = trigger.origin[ 0 ]; icon.y = trigger.origin[ 1 ]; icon.z = trigger.origin[ 2 ] + 55;
Reply

#9
Code:
Error: uninitialised variable 'z' at file maps/mp/gametypes/mapedit.gsc, line 2161: trigger SetOrigin( (x,y,z) );

Edit 3: Now it's working ;P
Code:
while( 1 ) { trigger SetOrigin( (icon.x,icon.y,icon.z) ); icon.x = self.origin[ 0 ]; icon.y = self.origin[ 1 ]; icon.z = self.origin[ 2 ] + 55; wait (0.01); }
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  Help Stop music, change icons anedaktos13 2 3,367 06-12-2012, 15:50
Last Post: SuperNovaAO
  [Tutorial] 3D Icons Yamato 14 12,092 01-24-2012, 02:40
Last Post: ScHmIdTy56789
  COD MW3 Prestige Ranks level Icons DarthVader 1 5,199 11-19-2011, 03:08
Last Post: JariZ
  [Release] Lord Scripts' Improved Default Texture Scripts18 11 9,035 08-02-2011, 20:56
Last Post: Scripts18
  Help how to set custom team icons|SOLVED rotceh_dnih 13 11,068 07-12-2011, 13:58
Last Post: Cyborgking
  killstreak hud icons? Kylaii 1 2,848 06-30-2011, 01:55
Last Post: Kylaii
  Help Custom team icons Lemon 3 5,698 06-25-2011, 10:38
Last Post: Lemon
  [Request] Zombie and Survivor Icons Lemon 6 5,204 06-24-2011, 16:42
Last Post: Lemon
  [Request] Shaders/Icons 4FunPlayin 5 5,549 03-11-2011, 16:52
Last Post: 4FunPlayin
  [News] Some nice icons Eekhoorn 7 6,809 03-01-2011, 07:32
Last Post: Kazaa

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2026 Melroy van den Berg.