So I just started BFBC2 again... First instinct was to make chams, so I learned how to use shaders from the ModelRec topic (different then me using the usually K.O.S. and CA texture chams).
My DIP(Creds for teams to that ModelRec thread):
Code:
HRESULT WINAPI nDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
LPDIRECT3DVERTEXBUFFER9 StreamData;
UINT OffsetInBytes;
UINT Stride;
pDevice->GetStreamSource(0,&StreamData,&OffsetInBytes,&Stride);
if(Team1)
{
pDevice->SetRenderState(D3DRS_ZENABLE,false);
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
pDevice->SetPixelShader(Blue);
oDrawIndexedPrimitive(pDevice,PrimType,BaseVertexIndex,MinVertexIndex,NumVertices,startIndex,primCount);
pDevice->SetRenderState(D3DRS_ZENABLE,true);
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
pDevice->SetPixelShader(Green);
}else if(Team2){
pDevice->SetRenderState(D3DRS_ZENABLE,false);
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
pDevice->SetPixelShader(Blue);
oDrawIndexedPrimitive(pDevice,PrimType,BaseVertexIndex,MinVertexIndex,NumVertices,startIndex,primCount);
pDevice->SetRenderState(D3DRS_ZENABLE,true);
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
pDevice->SetPixelShader(Green);
}
return oDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
} Now I have a problem, the only time the chams actually show any sort of wall hack or color is when I'm literally like 4 feet from a person.
Now my question is how can I increase the viewing distance - I heard there was a fix?
Thanks,
Heli