I like how valve has absolutely no response to make regarding this subject.

On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison<saul.renni...@gmail.com> wrote:
> 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:
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>> > >>> >>
>> > >>> >>
>> > >>> > _______________________________________________
>> > >>> > 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:
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>> > >>
>> > >>
>> > >> _______________________________________________
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>> > >> please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >>
>> > >>
>> > >
>> > > _______________________________________________
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>> > > please visit:
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>> > >
>> > >
>> >
>> >
>> >
>> > >
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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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>> >
>> >
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