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

Reply via email to