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@HMart I don't know about the code, but doesn't D3 control burnaway partly through scripting?

float burnDelay = getFloatKey( "burnaway" );
	if ( burnDelay != 0 ) {
		preBurn();
		sys.wait( burnDelay );
		burn();
		startSound( "snd_burn", SND_CHANNEL_BODY, false );
	}

(From ai_monster_base.script)

 

Hum yes that maybe it, i forgot about that, will analyze that script code and see what i can get of it, thanks for the hint. :)

Posted

 

Hum yes that maybe it, i forgot about that, will analyze that script code and see what i can get of it, thanks for the hint. :)

 

Just a update on my case, VanishedOne you were right the burn away effect was handled by the script code. On c++ was only the case of using SetShaderParm(parm7, gameLocal.time * 0.001 ); It should have been obvious but I didn't saw it, gameLocal.time changes each frame, i was using a fixed value expecting the material keyword "time" to do the rest but it didn't. Btw the * 0.001 is there to convert milliseconds to seconds, the engine Macro MS2SEC() does the same.

 

This tho don't explain how to get the alphaTest value from the material using other than GetShaderParm...more study for me.

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