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Priority of rendered objects/ UI Implementation
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Author:  uberhen [ Thu Nov 13, 2014 7:10 am ]
Post subject:  Priority of rendered objects/ UI Implementation

Bit of a strange question here. In the GIF below, you can see the BG effect I borrowed from Lord Tim's Endurantism:

Now, Bad Boy's been able to implement UI elements as lua-controlled, multi-frame MOSRotatings pinned to the side of the screen for our DayZ mod, but they become "hidden" (just as the actor is in the above GIF) when they encounter one of these funky trees. Notice that the player's health and ammo counter do not get obscured, however. Glows will also render "on top" of the tree.

I realize this is a hacky .ini trick, and stuff like the health/ammo counter is likely hardcoded. But does anyone know if there is a variable that determines whether something will be obscured in such a way?

I guess I could rephrase the question as: Can objects set as HitsMOs = 0 and GetsHitByMOs = 0 be forced to render in front of everything else somehow?

Here's the code for the tree effect if it helps:

Author:  Bad Boy [ Thu Nov 13, 2014 3:40 pm ]
Post subject:  Re: Priority of rendered objects/ UI Implementation

Also, even if we can't solve this, can they be made to render over terrain at least?

Author:  Bad Boy [ Fri Nov 21, 2014 4:58 am ]
Post subject:  Re: Priority of rendered objects/ UI Implementation

We've managed to work around this though if anyone knows a solution that doesn't involve the lua drawing tools I'd love to hear it.

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