I for one would also like a fix for the ATI Hammer text... jaggies.

Or should I make a separate hlcoders email about that instead of including
all my hard-earned research in this one?


On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
<char...@resrchnet.com>wrote:

> My only wish for updates to the tools is to update Faceposer to work fully
> with Vista. Currently it is not possible to do auto-generation of the
> lip-synch data in Vista, and furthermore another dev and I both had trouble
> on his XP machine locating a working link to the Speech SDK that Faceposer
> requires, all the MS links were 404, etc.
>
> I will just say that doing the lip synch data yourself is extremely lemons,
> not to mention that I am a coder not an artiste :D
>
> Chris
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
> Pidcock
> Sent: Saturday, July 25, 2009 9:32 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] whats happening with this engine
>
> Whitespace should be easy to embed in the engine if you create a wrapper
> that works with the feature I presented before. Whitespace is a very visual
> language that is great for particle effects and shaders(it is then
> translated into complex hlsl).
>
> --------------------------------------------------
> From: "Harry Jeffery" <harry101jeff...@googlemail.com>
> Sent: Sunday, July 26, 2009 4:40 AM
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com
> >
> Subject: Re: [hlcoders] whats happening with this engine
>
> > I thought it looked so clean and easy, then I selected the whitespace. =[
> >
> > 2009/7/25 Spencer 'voogru' MacDonald <voo...@voogru.com>:
> >> I like this one better.
> >>
> >> http://compsoc.dur.ac.uk/whitespace/
> >>
> >>
> >>
> >> -----Original Message-----
> >> From: hlcoders-boun...@list.valvesoftware.com
> >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
> >> Sent: Saturday, July 25, 2009 10:54 AM
> >> To: Discussion of Half-Life Programming
> >> Subject: Re: [hlcoders] whats happening with this engine
> >>
> >> Its a good job you used tinyurl, otherwise it wouldn't have fit on my
> >> screen!...
> >>
> >> 2009/7/25 Harry Pidcock <haz...@tpg.com.au>
> >>
> >>> Valve contacted me yesterday to tell me they have successfully
> >>> implemented
> >>> a
> >>> new feature.
> >>>
> >>> http://tinyurl.com/4f6mt
> >>>
> >>> I hope to see more of these innovations in the future.
> >>>
> >>> --------------------------------------------------
> >>> From: "Andrew Ritchie" <gotta...@gmail.com>
> >>> Sent: Saturday, July 25, 2009 10:21 AM
> >>> To: "Discussion of Half-Life Programming"
> >>> <hlcoders@list.valvesoftware.com
> >>> >
> >>> Subject: Re: [hlcoders] whats happening with this engine
> >>>
> >>> > Surely this topic could be split into several different points.
> >>> Personally
> >>> > I
> >>> > see 4 different ones here.
> >>> >
> >>> > 1) Engine features
> >>> > 2) Tools Capabilities
> >>> > 3) Tools Availability
> >>> > 4) Tools Presentation
> >>> >
> >>> > The first is ignorable, Valve is clearly only going to add new
> >>> > features
> >>> or
> >>> > change things, like BSP and displacement maps, when they think it's
> >>> > important.  It's their engine and it needs to do what their games
> need
> >>> > doing.  If you choose to use Source then you have to accept you are
> >>> > modding
> >>> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
> >> lot
> >>> > of
> >>> > money and brought huge success but they were also developed around
> the
> >>> > constraints of the engine rather than the engine being built FOR
> these
> >>> > mods
> >>> > to be made.  If a technical limitation is big enough to warrent an
> >> engine
> >>> > change then do so rather than hanging about wanting Valve to add the
> >>> > feature, as big as the previous mentioned mods are you'd need to
> >>> > really
> >>> > prove you're up to their popularity before Valve would make a drastic
> >>> > change
> >>> > for you.  So either accept the engine's features before you get
> >>> > underway
> >>> > or
> >>> > be prepared to encounter the fact you can't do certain things without
> >>> > a
> >>> > lot
> >>> > of work, if not at all.
> >>> >
> >>> > The Tools Capabilities I think is what Jed was really getting at, I
> >> don't
> >>> > mean like adding features to hammer and stuff but specifically
> >>> > allowing
> >>> > the
> >>> > chance for modders to by pass say model exporting to smd and just use
> >>> > a
> >>> > common format.  The tool would need to have the importer and
> converter
> >>> > written but I personally think that approaching Valve with a specific
> >> and
> >>> > industry accepted intermediate format might be a good cause.
> >>> > Especially
> >>> if
> >>> > it makes life easier for getting the raw assets into a format that
> the
> >>> > tool
> >>> > can then use.
> >>> >
> >>> > With the availability of tools, I mean those asking that they be open
> >>> > source.  Specifically referring to a comment about hammer, look at
> >>> > Worldcraft and BSP ( Yahn's editor iirc ) they were originally
> >>> > personal
> >>> > projects.  So you could take a leaf and have a bash at your own
> editor
> >>> and
> >>> > open source it, you never know might turn out to be a better designed
> >>> > tool.
> >>> > However just having the source code to hammer, I doubt would be of
> any
> >>> > benefit, you'd have dozens of versions of the tool floating around
> and
> >> do
> >>> > you really think you could add something useful to it?  It may have
> >>> > bugs
> >>> > but
> >>> > if you advocate open source then why not take the initiative and lead
> >>> > by
> >>> > example?
> >>> >
> >>> > The last one, has been brought up in regards to wrapping a tool with
> a
> >> UI
> >>> > or
> >>> > removing the need for QC files.  With this I think the issue is
> >> balancing
> >>> > the technical knowledge and the capabilities of a tool.  However I
> >>> > feel
> >>> it
> >>> > again falls back to a situation where Valve are happy to use it the
> >>> > way
> >>> it
> >>> > is, they understand it and can get any of their tools to do what they
> >>> > need.
> >>> > It's the new, non technical, or perhaps slightly lazy people who
> would
> >>> > need
> >>> > that more complex aspects automated for them.  I'd refer this back to
> >>> > Hammer, the early days of mapping could often mean rooting around in
> a
> >>> hex
> >>> > or text editor and as things progressed and art started needing the
> >>> > technical requirements to be simplified you found map editors hiding
> >> away
> >>> > the old formats.  Worldcraft and Hammer essentially sit between the
> >>> > user
> >>> > and
> >>> > the BSP, VIS, RAD etc.. compilers.  The format they accept might be,
> >>> > at
> >>> > this
> >>> > stage, more heavily tied into hammer but it's still a front end for
> >>> those.
> >>> > Again perhaps Worldcraft was a special case with Valve gobbling it
> up,
> >>> > HLMV
> >>> > too, but I think if the community is adamant enough about simplifying
> >> and
> >>> > unifying the tool chain then perhaps a bit of proactive development
> >> could
> >>> > lead the way or at least prove to Valve that everyone is serious
> about
> >>> > rethinking the way we interact with the SDK.
> >>> >
> >>> > Ok, sorry bit of a ramble but mainly what I wanted to share was that
> >>> > specific things like adding FBX to the formats studiomdl can accept
> >> would
> >>> > be
> >>> > good ventures as they are specific and have an immediately obvious
> >>> reason.
> >>> > The other stuff like creating a unified system might be something
> that
> >> is
> >>> > best approached with good old community spirit.  If you're serious
> >> enough
> >>> > about wanting to use the engine but can genuinely improve the way
> >>> > users
> >>> > develop for it then get organized and see if it's a viable thing to
> >>> > tackle.
> >>> > Even if it's just to prove you were right.  I know the later is a bit
> >>> > of
> >>> a
> >>> > cop out but Jed, Nem and NS2 (prior to dropping Source ) are examples
> >>> > of
> >>> > those who have gone out of their way to do so with tools and Garrys
> >>> > mod
> >>> is
> >>> > a
> >>> > prime example of taking what is available game code wise and adding
> >>> > the
> >>> > extensions (Specifically scriptint) you want. Plus it beats just
> >>> > falling
> >>> > back to the "Valve Needs to Support Mods" and "Valve do whats best
> for
> >>> > Valve
> >>> > games and mods need to deal with it" arguments that go no where.
> >>> >
> >>> > On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears <benmea...@gmail.com>
> >>> > wrote:
> >>> >
> >>> >> As a 3D modeller, animator, and mapper, (and not a coder) I agree
> >>> >> with
> >>> >> what
> >>> >> Jed said 100%.
> >>> >>
> >>> >> Jed, can you please just go work for Valve?
> >>> >>
> >>> >> great, thanks!
> >>> >>
> >>> >> On Fri, Jul 24, 2009 at 12:23 PM, Jed <j...@wunderboy.org> wrote:
> >>> >>
> >>> >> > No I wasn't advocating an 3D app -> MDL path. Simply adding
> support
> >>> >> > for a more common/cross platform 3D format to those that StudioMDL
> >>> >> > supports.
> >>> >> >
> >>> >> > The problem with the SMD format is that it's an old format from
> and
> >>> >> > old engine and requires plug-ins to be written for 3D apps to
> >>> >> > support
> >>> >> > it. This leaves it down to Valve to write them.
> >>> >> >
> >>> >> > Take Max for example - a plug-in for one version does not
> >>> >> > automatically work with another, it needs to be recompiled against
> >> the
> >>> >> > new versions SDK. A shop like Valve is probably only going to have
> >> one
> >>> >> > version and not upgrade every time a new one comes along.
> Therefore
> >>> >> > SMD plug-ins for other versions are going to have to be made by
> the
> >> 3D
> >>> >> > app users themselves.
> >>> >> >
> >>> >> > Now there are plenty of suitable cross-app 3D formats such as DAE,
> >>> >> > FBX, etc. that Valve could add support for to the StudioMDL
> >>> >> > compiler
> >>> >> > (and I've vocally expressed this to Valve many times) in
> *addition*
> >> to
> >>> >> > the SMD, OBJ and MRM formats it already supports.
> >>> >> >
> >>> >> > So why should they do it?
> >>> >> >
> >>> >> > - Common file format means more 3D apps that can produce content
> >>> >> > out-of-the-box or via publisher made plug-ins. For example DAE/FBX
> >>> >> > is
> >>> >> > supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
> >>> >> > - Gives modders/studios/licensees choice to use the 3D app of
> their
> >>> >> > choice to create content.
> >>> >> > - Valve doesn't need to produce plug-ins for apps, just support
> the
> >>> >> > format in the compiler.
> >>> >> >
> >>> >> > Simply put SMD format is binding end users to the few apps that
> >>> >> > write
> >>> >> > it and the generosity of community users such as myself, Prall, et
> >> al.
> >>> >> > to write these plug-ins for the 3D apps we want to use.
> >>> >> >
> >>> >> > Interesting case in point - a Canadian studio approached me once
> >>> >> > asking me when my plug-ins would be available for 3DS Max 2009
> >> because
> >>> >> > that was their in-shop 3D content creation tool and they had
> >>> >> > invested
> >>> >> > a lot of money in software and training and didn't want to have to
> >>> >> > move to something else. Their apparent decision to purchase a
> >>> >> > Source
> >>> >> > license for their title was hanging on the availability of
> plug-ins
> >>> >> > for Max.
> >>> >> >
> >>> >> > My main issue with some of the SDK tool is that that it feels like
> >>> >> > Valve aren't being smart about it. Good tools means wider adoption
> >>> >> > which might result in more licensees and from a modders
> >>> >> > perspective,
> >>> >> > more people getting into it and maybe making the next
> >>> >> > CSS/TF2/Portal
> >>> >> > that Valve can snap up as their IP. I think Valve should have a
> >>> >> > dedicated tool guy (not me) turning out polished useful tools -
> not
> >>> >> > this rehashed crap that's hung over from Half-Life 1.
> >>> >> >
> >>> >> > - Start over with StudioMDL - make it a GUI app from the start
> (and
> >>> >> > adding batch/scripting to it wouldn't be hard)
> >>> >> > - Make HLMV a proper MFC of WPF app and get rid of the old buggy
> >>> >> > mxtk
> >>> >> > GUI from Mete's HLMV.
> >>> >> > - Add support form more 3D modern file formats and eventually
> phase
> >>> >> > out SMD, etc.
> >>> >> > - If for license/NDA reasons you can't release all the source code
> >> for
> >>> >> > apps, at least release parts of it. A lot can be learned from even
> >>> >> > partial code that could help us as modders make our own apps.
> >>> >> > - Add some SDK tool API stuff - for example code to render a 3D
> >> window
> >>> >> > like in HLMV. It can still require steam but make it accessible so
> >>> >> > that developers can add support for model rendering in other apps.
> >>> >> > - Polished tools will make the SDK/Engine more attractive to end
> >>> >> > users. Modding shouldn't be a right of passage but a warm
> welcoming
> >>> >> > experience to inspire the next great ideas.
> >>> >> >
> >>> >> > I could go on but you get the general idea...
> >>> >> >
> >>> >> > - Jed
> >>> >> >
> >>> >> >
> >>> >> > 2009/7/24 Jorge Rodriguez <bs.v...@gmail.com>:
> >>> >> > > On Fri, Jul 24, 2009 at 2:41 AM, Minh <minh...@telus.net>
> wrote:
> >>> >> > >
> >>> >> > >> The .smd format is extremely robust the way  accomodates
> >>> >> > >> reference
> >>> >> > meshes,
> >>> >> > >> AND skeletal animation. So you want a method to go straight
> from
> >> 3d
> >>> >> > model /
> >>> >> > >> animation -> .mdl ?
> >>> >> > >> How is that going to work with parametric animation? where you
> >>> >> > >> can
> >>> >> > combine
> >>> >> > >> multiple .smds to make an animation?
> >>> >> > >
> >>> >> > >
> >>> >> > > Minh, while the capabilities of the studio compiler are
> >>> >> > > formidable,
> >>> >> > > it
> >>> >> > still
> >>> >> > > leaves much to be desired in terms of file format and syntax.
> >>> >> > > Don't
> >>> >> tell
> >>> >> > me
> >>> >> > > you've never struggled with the qc format. I am constantly
> having
> >>> >> > problems
> >>> >> > > with its limitations. It's a rather robust system that allows
> for
> >>> >> > combining
> >>> >> > > animations in many interesting ways, but the syntax still pisses
> >>> >> > > me
> >>> >> > > off
> >>> >> > > quite a bit, and the technicality of it leaves it out of reach
> of
> >>> >> > > most
> >>> >> > > artists. I hear Valve wrote some simple tools around it, but I'm
> >>> >> > surprised
> >>> >> > > they haven't replaced it entirely.
> >>> >> > >
> >>> >> > > The SMD format is perhaps a bit clunky, but I don't have too
> many
> >>> >> > problems
> >>> >> > > with it, because it does exactly what is needed, even if it does
> >>> >> > > it
> >>> >> > > in
> >>> >> a
> >>> >> > bit
> >>> >> > > of a backwards way.
> >>> >> >
> >>> >> > _______________________________________________
> >>> >> > 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
> >>> >
> >>> >
> >>>
> >>>
> >>>
> >>> >
> >>> > No virus found in this incoming message.
> >>> > Checked by AVG - www.avg.com
> >>> > Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release Date:
> >>> 07/24/09
> >>> > 18:24:00
> >>> >
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>
> >>
> >> --
> >> Sent from Olly's SEGA Game Gear
> >> _______________________________________________
> >> 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
> >>
> >>
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
>
> >
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> > 18:01:00
> >
>
> _______________________________________________
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>
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