yes, that would be better.

2009/7/26 Matt Hoffman <lord.matt.hoff...@gmail.com>:
> 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
>> >>
>> >>
>> >
>> > _______________________________________________
>> > 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: 270.13.30/2262 - Release Date:
>> 07/25/09
>> > 18:01:00
>> >
>>
>> _______________________________________________
>> 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