Really impressive what you've done with the HL1 engine ! Congratulations !
<=- Michaël "Cortex" Monerau -=> Tony "omega" Sergi wrote: > You can do detail textures now. > I've done all kinds of things with OpenGL in HL, by doing it in the > CLIENT dll, and so has others. > > From moving clouds, to 24bit TGA texture loading, model rendering, I > did > the rendering types on models that the newer hl engine has native > support for 2 years ago (albeit a little bit better since I supported > alpha channel), continuation of what I said about 24bit tga textures; > I > can load 32bit tga's too, and use alpha channels. Etc etc. > > FLF2's flashbang effect was done with OpenGL (I MAY put it into FLFD, > I > haven't decided ;) ) There's all kinds of things you can do _without_ > valve needing to do it for you. > > All I'd like done is a few minor bug fixes, like the client side sound > playing, and I forget what else I've mentioned before on here, I'd > have > to find it ;) > > Here are some examples of things you can do: > http://omega.frontline2.com/imgdump/clouds3.avi > http://omega.frontline2.com/imgdump/override3.jpg > (these next 3 aren't the greatest quality..cause the texture sucked) > http://omega.frontline2.com/imgdump/fl2_window_alphamask_test01.jpg > http://omega.frontline2.com/imgdump/fl2_window_alphamask_test02.jpg > http://omega.frontline2.com/imgdump/fl2_window_alphamask_test03.jpg > alpha blending again: (32bit tga, alpha channel) > http://omega.frontline2.com/alphatest/alphatest0002.jpg > http://omega.frontline2.com/alphatest/alphatest0003.jpg > http://omega.frontline2.com/alphatest/alphatest0004.jpg > http://omega.frontline2.com/alphatest/alphatest0005.jpg > of course we cannot forget the imfamous flashbang I mentioned: > (note: this video is 100% ingame footage, no editing whatsoever except > the text, the fading is NOT transitions) > http://www.frontlineforce.com/omega/fl2_flashbang-fxdemo-alternate.avi > some stuff x-0ut did: > http://xout.blackened-interactive.com/dump/Mom_Im_on_TV!.jpg > http://xout.blackened-interactive.com/dump/multiple_portals1.jpg > http://xout.blackened-interactive.com/dump/multiple_portals2.jpg > http://xout.blackened-interactive.com/dump/multiple_portals3.jpg > http://xout.blackened-interactive.com/dump/multivolume.jpg > http://xout.blackened-interactive.com/dump/detail_test1.jpg > http://xout.blackened-interactive.com/dump/detail_test2.jpg > http://xout.blackened-interactive.com/dump/normalmaps_test1.jpg > http://xout.blackened-interactive.com/dump/normalmaps_test2.jpg > http://xout.blackened-interactive.com/dump/normalmaps_test2b.jpg > http://xout.blackened-interactive.com/dump/simple_shadows.jpg > http://xout.blackened-interactive.com/dump/reflective_glass1.jpg > http://xout.blackened-interactive.com/dump/infinity.jpg > http://xout.blackened-interactive.com/dump/camtest2.jpg > > > > As you can see the possibilities are almost endless =) > > > -omega > http://www.frontline2.com > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Cale > 'Mazor' > Dunlap > Sent: September 20, 2003 6:45 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Re: Re: hl1 engine suggestions > > I didn't know you could do the 'detail texture' thing. That's cool. > > But with scrolling textures and stuff, that's pretty much already > taken > care of, albeit a little tougher. Its done using individual images, so > it all depends on the framerate set by the graphics artist. > > I would like to use things like rscripts, they seem to be a little > nicer > both on memory and performance compared to literally 'flipping' the > image like a flipbook. > > I'm sure valve is pretty much scrapping the HL1 engine now that HL2 is > comin out, maybe they'll make some modernizations to it, but that's > most > likely going to be about it. HL2 supports shaders and all that neat > stuff, so if you DO want to use shaders and things, HL2 is gonna be > nice > for that. Hell, HL2 is gonna kickass to begin with ;) > > -Cale > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of tei > Sent: Friday, September 19, 2003 6:53 PM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Re: Re: hl1 engine suggestions > > Hello Cale, > > Saturday, September 20, 2003, 1:17:07 AM, you wrote: > >> Not Quake 1 graphics engines, which HL1 was based on. No shaders... > yes >> Quake 2, but they only used parts of the netcode of the Q2 engine. > > Thats doest not matter. > > 99% Quake2 or Quake1 engines implement, can be theoricall exist for > Half-Life. Example: rscripts. > > A rscript is a file that set/reset flags for textures, example: > > waterfall > { > scroll 0 -4 > } > > With that this texture will scrolldown at a speed of 4. > > Is this imposible or posible with half-life? Its this usefull? > > Other example: > > sand > { > detailtexture grain.pcx > } > > wood > { > detailtexture fiber.pcx > } > > > This also work for models: > > > model/2hand.mdl > { > shadow 0 > } > > model/lavaball.mdl > { > fullbright 1 > } > > rscripts where supported for both, quake1 and quake2 based engines. > > My later email whas not about the "genesis" problem, but about my > suggestions, but because my english suck... > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders