O.k. then, well thanks, but i meant more by making a new model type, instead of using the normal types, and yes, STRING( char ) seems to do the trick.
> From: czfj...@gmail.com > Date: Wed, 19 Oct 2011 15:02:29 -0500 > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Conversions and wchar_t > > Source uses primarily char, const char, and string_t (typedef const char) in > the bulk of its code, but wchar_t is used primarily for strings that > potentially use Unicode, such as VGUI's localization. > > I haven't been in the code for a while, but I think the conversions are > accomplished by STRING( char ). > > On Oct 19, 2011, at 2:00 PM, hlcoders-requ...@list.valvesoftware.com wrote: > > > > > > > ------------------------------ > > > > Message: 2 > > Date: Wed, 19 Oct 2011 22:42:20 +1300 > > From: Face book <timothy123...@hotmail.com> > > To: <hlcoders@list.valvesoftware.com> > > Subject: [hlcoders] Conversions and wchar_t > > Message-ID: <bay147-w603ded3931de5ea4499055b5...@phx.gbl> > > Content-Type: text/plain; charset="iso-8859-1" > > > > > > I'm relatively new to Source SDK (only been playing around with it for a > > couple of months) but have been using C++ for 2 years (mainly DirectX) > > through Windows of course (though temporary problem with the Boot/BCD > > folder being deleted, I'm running from a Linux disk on my laptop) > > > > > > Why is there still a few problems with char * to wchar_t problems still > > around, everyone always uses multibyte. > > > > And is it possible to either paste or create some more code in relation to > > model rendering and loading? > > > > Just in case anyones heard of it, NEVER go there, its a complete waste of > > time: > > > > http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/ > > Acrethaen > > > > > > -------------- next part -------------- > > An HTML attachment was scrubbed... > > URL: > > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/f7095a0d/attachment-0001.html> > > > > ------------------------------ > > > > Message: 3 > > Date: Wed, 19 Oct 2011 05:24:40 -0700 (PDT) > > From: "Adam \"amckern\" McKern" <amck...@yahoo.com> > > To: Discussion of Half-Life Programming > > <hlcoders@list.valvesoftware.com> > > Subject: Re: [hlcoders] Conversions and wchar_t > > Message-ID: > > <1319027080.9190.yahoomail...@web160709.mail.bf1.yahoo.com> > > Content-Type: text/plain; charset="iso-8859-1" > > > > Tricky Dicky :) Better to go to jay car, or Turks - they have what your > > after - but now i am taking this topic off topic. > > > > ? > > -------- > > Owner Nigredo Studios http://www.nigredostudios.com > > > > > >> ________________________________ > >> From: Face book <timothy123...@hotmail.com> > >> To: hlcoders@list.valvesoftware.com > >> Sent: Wednesday, 19 October 2011 8:42 PM > >> Subject: [hlcoders] Conversions and wchar_t > >> > >> > >> > >> I'm relatively new to Source SDK (only been playing around with it for a > >> couple of months) but have been using C++ for 2 years (mainly DirectX) > >> through Windows of course (though temporary problem with the Boot/BCD > >> folder being deleted, I'm running from a Linux disk on my laptop) > >> > >> > >> Why is there still a few problems with char * to wchar_t problems still > >> around, everyone always uses multibyte. > >> > >> And is it possible to either paste or create some more code in relation to > >> model rendering and loading? > >> > >> Just in case anyones heard of it, NEVER go there, its a complete waste of > >> time: > >> http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/ > >> Acrethaen > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > >> > > -------------- next part -------------- > > An HTML attachment was scrubbed... > > URL: > > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/be42d5b2/attachment-0001.html> > > > > ------------------------------ > > > > Message: 4 > > Date: Wed, 19 Oct 2011 14:02:37 +0100 > > From: Saul Rennison <saul.renni...@gmail.com> > > To: Discussion of Half-Life Programming > > <hlcoders@list.valvesoftware.com> > > Subject: Re: [hlcoders] Conversions and wchar_t > > Message-ID: > > <cad6yl_xbtl2mb586sw+apbxvy84m0xveur4zc3zs4efu8ih...@mail.gmail.com> > > Content-Type: text/plain; charset="iso-8859-1" > > > > It would be possible to create your own model loading code by simply making > > a new entity (i.e. prop_custom) and then in your client Render code, fill a > > mesh with the vertices, and Draw. > > > > As for custom rendering, try your own shader. > > > > > > Kind regards, > > *Saul Rennison* > > > > > > On 19 October 2011 10:42, Face book <timothy123...@hotmail.com> wrote: > > > >> I'm relatively new to Source SDK (only been playing around with it for a > >> couple of months) but have been using C++ for 2 years (mainly DirectX) > >> through Windows of course (though temporary problem with the Boot/BCD > >> folder > >> being deleted, I'm running from a Linux disk on my laptop) > >> > >> > >> Why is there still a few problems with char * to wchar_t problems still > >> around, everyone always uses multibyte. > >> > >> And is it possible to either paste or create some more code in relation to > >> model rendering and loading? > >> > >> Just in case anyones heard of it, NEVER go there, its a complete waste of > >> time: > >> http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/<http://www.productreview.com.au/p/dick-smith-electronics/> > >> Acrethaen > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > -------------- next part -------------- > > An HTML attachment was scrubbed... > > URL: > > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/d124b2fd/attachment-0001.html> > > > > ------------------------------ > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > End of hlcoders Digest, Vol 7, Issue 20 > > *************************************** > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders >
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