This is evident on the PulseGun.uc, with the following relevant code:
Code: Select all
#exec OBJ LOAD FILE=Textures\Ammocount.utx PACKAGE=Botpack.Ammocount
//left handed model
#exec MESHMAP SETTEXTURE MESHMAP=PulseGunL NUM=1 TEXTURE=Botpack.Ammocount.Ammoled
#exec MESHMAP SETTEXTURE MESHMAP=PulseGunL NUM=2 TEXTURE=JPulseGun_02
#exec MESHMAP SETTEXTURE MESHMAP=PulseGunL NUM=3 TEXTURE=JPulseGun_03
//right handed model
#exec MESHMAP SETTEXTURE MESHMAP=PulseGunR NUM=1 TEXTURE=Botpack.Ammocount.Ammoled
#exec MESHMAP SETTEXTURE MESHMAP=PulseGunR NUM=2 TEXTURE=JPulseGun_02
#exec MESHMAP SETTEXTURE MESHMAP=PulseGunR NUM=3 TEXTURE=JPulseGun_03
simulated event RenderOverlays( canvas Canvas )
{
Texture'Ammoled'.NotifyActor = Self;
Super.RenderOverlays(Canvas);
Texture'Ammoled'.NotifyActor = None;
}
simulated event RenderTexture(ScriptedTexture Tex)
{
local Color C;
local string Temp;
Temp = String(AmmoType.AmmoAmount);
while(Len(Temp) < 3) Temp = "0"$Temp;
Tex.DrawTile( 30, 100, (Min(AmmoType.AmmoAmount,AmmoType.Default.AmmoAmount)*196)/AmmoType.Default.AmmoAmount, 10, 0, 0, 1, 1, Texture'AmmoCountBar', False );
if(AmmoType.AmmoAmount < 10)
{
C.R = 255;
C.G = 0;
C.B = 0;
}
else
{
C.R = 0;
C.G = 0;
C.B = 255;
}
Tex.DrawColoredText( 56, 14, Temp, Font'LEDFont', C );
}
How would I make my own model in Milkshape with this placeholder for the render texture target?