Jump to content
The Dark Mod Forums

How to hide func_emiter effect render in DarkRadiant camera view?


cvlw

Recommended Posts

Yo TDMers.

I tried looking for a way to hide the func_emiter render in the DR camera window (in fullbright render mode).  For example one that poofs smoke presents a full cloud of smoke in the window, making it impossible to see it or the objects behind it.

I do know I can hit the Start Render Time and stop it after the effect dissipates.

Is there a way in DR to simply switch off the effect render like a toggle?

Thanks

Clint

 

Link to comment
Share on other sites

3 hours ago, cvlw said:

Yo TDMers.

I tried looking for a way to hide the func_emiter render in the DR camera window (in fullbright render mode).  For example one that poofs smoke presents a full cloud of smoke in the window, making it impossible to see it or the objects behind it.

I do know I can hit the Start Render Time and stop it after the effect dissipates.

Is there a way in DR to simply switch off the effect render like a toggle?

Thanks

Clint

 

I just use a custom filter in DR:

image.png.25a898b7c0ed845dab1d8f932cba82d8.png

Link to comment
Share on other sites

Thanks for the response.  Yeah, I have that, too.

I was looking for a way to hide the effect while keeping the entity cube available for edit.  Sort of like the "show/hide all light volumes" and "show/hide all speaker volumes."  I envision a "show/hide particle render" toggle.

If no such option exists, I may put in a feature request.

Thanks again.

Clint

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 6 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...