This section will explain to you how to use the e_render command in Ent Mod:

 

Command Use:

e_render

 

First, you will need to enter the command in the console while looking at the ent you change to change:

 

 

In the example above, the ent needed to be blue have a slow fade.
To do this, e_render 1 200 5 0 0 255 was entered.

How was these these numbers come up with?

Usage:
e_render <mode> [amt] [fx] [r] [g] [b]

Description:
 Modes:
  0: Normal
  1: TransColor (makes an entity the color specified in r g b)
  2: TransTexture (amt sets the transparent on the entity 0 is invisible 255 is fully opaque and any number in between can be used)
  3: Glow (makes a non-brush entity glow the color in R g b)
  4: TransAlpha (makes blue parts of the texture on the entity transparent)
  5: TransAdd (Gives the entity a brighter transparent effect)
 FX:
  0: None
  1: Pulse Slow
  2: Pulse Fast
  3: Pulse Slow Wide
  4: Pulse Fast Wide
  5: Fade Slow
  6: Fade Fast
  7: Solid Slow
  8: Solid Fast
  9: Strobe Slow
  10: Strobe Fast
  11: Strobe Faster
  12: Flicker Slow
  13: Flicker Fast
  14: No Dissipation
  15: Distort
  16: Hologram
  17: Dead Player (not recommended)
  18: Explode (sprites)
  19: Glow Shell
  20: Clamp Min Scale (sprites)

You should always go by this chart when using e_render.

 

Next, we see the effect of entering this command:

 

 

The ent was turned blue like we wanted and is fading but of course the fading part is hard to see in a non-moving picture.

 

There are a lot of different settings for this command. Changing an ent to blue and making it fade is only two of the many.
Here are some more examples to help you better understand this command and its uses.

Examples:

    • e_render 2 100 15 0 255 0
      e_render <mode> [amt] [fx] [r] [g] [b]
      The "2" would make the ent use the next number "100". This number "100" would make the ent a lot lighter and harder to see than normal. We know this because the normal is 255 and the lowest is 0 so in the middle of the two would be a "lighter" effect. The "15" will make the ent seem distorted. The "0" means the ent will have no red coloring to it at all. The "255" means that the ent will be the brightest green possible. The last "0" means the ent will have no blue coloring to it at all.
    • e_render 0 0 0 0 0 0
      e_render <mode> [amt] [fx] [r] [g] [b]
      With zeros for all of the parameters, the ent would be turned back into its normal state.

 

This example was done with the DeathMatch Classic mod but this example holds true for all Half-Life mods