Seconded!

Thanks,
- Saul.


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.
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> > > Version: 8.5.392 / Virus Database: 270.13.30/2262 - Release Date:
> > 07/25/09
> > > 18:01:00
> > >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
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> > please visit:
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> >
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