How else is VAVLe going to be successful unless they listen to our 
helpful comments?  It's obvious they don't know what they are doing and 
need our help.

On 8/5/2009 5:47 PM, Garry Newman wrote:
> They're probably too busy doing actual work to respond to a list of
> scatterbrain pipe dream demands from a bunch of lazy modders.
>
> garry
>
> On Wed, Aug 5, 2009 at 11:34 PM, Nick<xnicho...@gmail.com>  wrote:
>> 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:
>>>>>>>>>> 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
>>>
>>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
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>>
>>
>
> _______________________________________________
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> visit:
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>

-- 
Jeffrey "botman" Broome

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