not your average wallhack
NIce job? 

i didn't use the render styles editor >.> thats for noobs :P
this was all done through hex (partially cuz i can't figure out wallhack in the render style editor, and i'm better at hex when it comes to this sorta thing haha)
this was all done through hex (partially cuz i can't figure out wallhack in the render style editor, and i'm better at hex when it comes to this sorta thing haha)
I showed that to make my point.
Yes I know, as you said you edited the 'ltb', you would have to make a new RenderStyle as there is no RS ltb to RS lta (yet
).
You are better at understanding numbers then actual words?
This leads me to think that you don't actually understand how the 'wallhack' or render styles work (hex or not).
Yes I know, as you said you edited the 'ltb', you would have to make a new RenderStyle as there is no RS ltb to RS lta (yet
).You are better at understanding numbers then actual words?
This leads me to think that you don't actually understand how the 'wallhack' or render styles work (hex or not).
You said you aren't releasing because you can't see it in snow valley? I just did this mod inspired by yours:

It is visible in all maps, but, unfortunately, the fog effect that darkens images though walls still exists. How did you remove it? Maybe we can collaborate the two mods into one good one, lol.
EDIT: I released mine so people can try out wireframe if they want.
EDIT AGAIN: I figured out the no-fog part, so nvm about that.

It is visible in all maps, but, unfortunately, the fog effect that darkens images though walls still exists. How did you remove it? Maybe we can collaborate the two mods into one good one, lol.
EDIT: I released mine so people can try out wireframe if they want.
EDIT AGAIN: I figured out the no-fog part, so nvm about that.
19...and i just thought this was cool, didn't know it was so easy >.>
i'm still a kinda new modder too, i just know how to do a lot more than the average noobcake
and i don't give up, you tell me to make something, i don't give till i figure it out (spawning guns on maps was different)
i'm still a kinda new modder too, i just know how to do a lot more than the average noobcake
and i don't give up, you tell me to make something, i don't give till i figure it out (spawning guns on maps was different)
thanks drigien.
your right, i don't understand the RS file 1 bit, i'm just good at looking at the hex, and then looking at another 1 (like my wallhack in the first post is not the ADDITIVE_THROUGHWALL like most, i use INNER_GLOW). i have no idea what they do, and i'd like to use the RS program, but dont understand the words and stuff at all, i mean, i have the documentation to use it from the lithtech jupiter enterprise programs package, just haven't gotten that far yet
and as for the question on the darkening as they get farther away....i couldn't tell you, i did it through hex, not the program itself
your right, i don't understand the RS file 1 bit, i'm just good at looking at the hex, and then looking at another 1 (like my wallhack in the first post is not the ADDITIVE_THROUGHWALL like most, i use INNER_GLOW). i have no idea what they do, and i'd like to use the RS program, but dont understand the words and stuff at all, i mean, i have the documentation to use it from the lithtech jupiter enterprise programs package, just haven't gotten that far yet
and as for the question on the darkening as they get farther away....i couldn't tell you, i did it through hex, not the program itself
I won't go into everything there is, but I will cover the top part as thats what is important as to how the mod works.
At the top of a render pass there is:
Blend Op:
This is the color blending operation . This decides what will happen when you are rendering over something else pixel by pixel. There are 3 variables here, Cs,As, and Cd these stand for Source Color (the new color), Alpha Source (the new alpha value), and Destination (the old/current color). The simple additive render is to use Cs + Cd, which means it will take the new color and add it to the current color.
Cull Mode:
Culling refers to stripping out parts of the mesh (verts/facets/polygon/..) so they don't get rendered at all to speed things up. The values are 'No Culling', 'Counter Clockwise', and 'Clockwise'. No Culling is simple enough. Counter Clockwise and Clockwise refer to the order of the vertices of a facet as seen by the current view/camera transformation. All you need to know from that is that it is a simple way to determine which way a facet is facing. Generally Counter Clockwise means that it is facing the view/camera and is good, and the Clockwise is facing away and is bad.
ZBuffer Test:
The ZBuffer is a buffer that contains the depth value (how far away from the view/camera it is). The values for this determine whether the new object is on top/in front of the current rendered pixels or not. Smaller numbers are closer to the view/camera and larger numbers are farther away, so the typical value for this is 'Less than or Equal To' current value will get written.
ZBuffer Op:
This tells whether is should write to the buffer when it overrides something or not. So typically you want to 'Read and Write' to the buffer so you have only the things closest to the view/camera.
Alpha Test:
This is similar to the ZBuffer test, but for the alpha values of the pixels. This determines whether the pixel has enough opacity to be written or not.
Fill Mode:
This is simple enough, render the facets filling in the middle, or just render the outside / frame of it.
whew, thats a lot of text. Hopefully it will help you better understand what is going on. It was quick and without going into much details about anything, so if you still need some more info I would suggest looking into some basic 3d tutorials for directx or openGL which should give some good examples of these things.
At the top of a render pass there is:
Blend Op:
This is the color blending operation . This decides what will happen when you are rendering over something else pixel by pixel. There are 3 variables here, Cs,As, and Cd these stand for Source Color (the new color), Alpha Source (the new alpha value), and Destination (the old/current color). The simple additive render is to use Cs + Cd, which means it will take the new color and add it to the current color.
Cull Mode:
Culling refers to stripping out parts of the mesh (verts/facets/polygon/..) so they don't get rendered at all to speed things up. The values are 'No Culling', 'Counter Clockwise', and 'Clockwise'. No Culling is simple enough. Counter Clockwise and Clockwise refer to the order of the vertices of a facet as seen by the current view/camera transformation. All you need to know from that is that it is a simple way to determine which way a facet is facing. Generally Counter Clockwise means that it is facing the view/camera and is good, and the Clockwise is facing away and is bad.
ZBuffer Test:
The ZBuffer is a buffer that contains the depth value (how far away from the view/camera it is). The values for this determine whether the new object is on top/in front of the current rendered pixels or not. Smaller numbers are closer to the view/camera and larger numbers are farther away, so the typical value for this is 'Less than or Equal To' current value will get written.
ZBuffer Op:
This tells whether is should write to the buffer when it overrides something or not. So typically you want to 'Read and Write' to the buffer so you have only the things closest to the view/camera.
Alpha Test:
This is similar to the ZBuffer test, but for the alpha values of the pixels. This determines whether the pixel has enough opacity to be written or not.
Fill Mode:
This is simple enough, render the facets filling in the middle, or just render the outside / frame of it.
whew, thats a lot of text. Hopefully it will help you better understand what is going on. It was quick and without going into much details about anything, so if you still need some more info I would suggest looking into some basic 3d tutorials for directx or openGL which should give some good examples of these things.
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