Re: [hlcoders] AdminMod
-- [ Picked text/plain from multipart/alternative ] yea, that's him. Does he owe you money or something? :) - Original Message - From: "John Sheu" <[EMAIL PROTECTED]> To: Sent: Friday, August 24, 2007 10:45 PM Subject: [hlcoders] AdminMod >I realize that this is possibly wildly off-topic, and most probably > obvious/common knowledge to most people here, but... > > ... Alfred Reynolds... now at Valve... the guy who wrote/co-wrote > AdminMod? > > -John Sheu > > ___ > 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
[hlcoders] AdminMod
I realize that this is possibly wildly off-topic, and most probably obvious/common knowledge to most people here, but... ... Alfred Reynolds... now at Valve... the guy who wrote/co-wrote AdminMod? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Re: how to enable swaying grass in a mod?
You should define USE_DETAIL_SHAPES in the .vcproj of the client project. Or you could simply define it at the top of src\cl_dll\detailobjectsystem.cpp, which is the only place it is used. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Sent: Friday, August 24, 2007 9:37 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Re: how to enable swaying grass in a mod? -- [ Picked text/plain from multipart/alternative ] I managed to do the tutorial I mentioned in my last post, but now when i compile a map there are no detail shapes or any sprites on that material. The compiler does not complain about missing materials for the sprites..it says nothing.. Also the ConVar cl_detail_max_sway is still absent from the console...any ideas? I put #define USE_DETAIL_SHAPES directly after all the include files under #include "c_world.h". Thats what I can work out from the tutorial but is there anything else todo? Any help here from Valve maybe? Im using the sdk version for VS 2003 7.1 as Release HL2MP (Engine Build 3203). Ive set up both my detailsprites material and my detail.vbsp, Ive changed the "WorldVertexTransition" texture to point to an entry in the vbsp which is modified to use the following coastline_redgrass03 //made these huge { "density" "30.0" Group1 { "alpha" "0" Model1 { "sprite_shape" "tri" "sprite" "288 0 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.2" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model2 { "sprite_shape""tri" "sprite" "0 0 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.1" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model3 { "sprite_shape""tri" "sprite" "144 0 128 128 512" "spritesize" "0.5 0.0 300 300" "spriterandomscale" "0.2" "amount" "0.15" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model4 { "sprite_shape""tri" "sprite" "144 144 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.2" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } //shrub Model5 { "sprite_shape""tri" "sprite" "144 288 128 128 512" "spritesize" "0.5 0.0 300 300" "spriterandomscale" "0.2" "amount" "0.1" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model6 { "sprite_shape""tri" "sprite" "0 288 128 128 512" "spritesize" "0.5 0.0 500 500" "spriterandomscale" "0.2" "amount" "0.07" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model7 { "sprite_shape""tri" "sprite" "288 288 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.07" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } } Group2 { "alpha" "1" } } I know that the file system for this is correct because I have been using them for detail sprites and they work. but no rendered detail_shapes. any help woul
[hlcoders] Re: Re: how to enable swaying grass in a mod?
-- [ Picked text/plain from multipart/alternative ] I managed to do the tutorial I mentioned in my last post, but now when i compile a map there are no detail shapes or any sprites on that material. The compiler does not complain about missing materials for the sprites..it says nothing.. Also the ConVar cl_detail_max_sway is still absent from the console...any ideas? I put #define USE_DETAIL_SHAPES directly after all the include files under #include "c_world.h". Thats what I can work out from the tutorial but is there anything else todo? Any help here from Valve maybe? Im using the sdk version for VS 2003 7.1 as Release HL2MP (Engine Build 3203). Ive set up both my detailsprites material and my detail.vbsp, Ive changed the "WorldVertexTransition" texture to point to an entry in the vbsp which is modified to use the following coastline_redgrass03 //made these huge { "density" "30.0" Group1 { "alpha" "0" Model1 { "sprite_shape" "tri" "sprite" "288 0 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.2" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model2 { "sprite_shape""tri" "sprite" "0 0 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.1" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model3 { "sprite_shape""tri" "sprite" "144 0 128 128 512" "spritesize" "0.5 0.0 300 300" "spriterandomscale" "0.2" "amount" "0.15" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model4 { "sprite_shape""tri" "sprite" "144 144 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.2" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } //shrub Model5 { "sprite_shape""tri" "sprite" "144 288 128 128 512" "spritesize" "0.5 0.0 300 300" "spriterandomscale" "0.2" "amount" "0.1" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model6 { "sprite_shape""tri" "sprite" "0 288 128 128 512" "spritesize" "0.5 0.0 500 500" "spriterandomscale" "0.2" "amount" "0.07" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } Model7 { "sprite_shape""tri" "sprite" "288 288 128 128 512" "spritesize" "0.5 0.0 200 200" "spriterandomscale" "0.2" "amount" "0.07" "detailOrientation""0" "shape_angle" "25" //degrees of tip/flare "shape_size" "0.025" "sway""0.3" } } Group2 { "alpha" "1" } } I know that the file system for this is correct because I have been using them for detail sprites and they work. but no rendered detail_shapes. any help would be great to those of you who have managed to get swaying detail_shapes. What version of the engine are you using, 2003? 2005? are you using the beta sdk0611 version? Adam Donovan _ Telstra’s Next GTM Network - now on Pre-Paid. Find out more. www.spreadthegoodstuff.com.au http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fclk%2Eatdmt%2Ecom%2FOAT%2Fgo%2Fnnmsnn
RE: [hlcoders] "CompatibilityAttenuation"
As I recall that's a feature we did for porting mods from goldsource (HL1 engine). We changed the sound attenuation response curve in source and that reverts those changes for a particular sound. Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Dave Cook > Sent: Tuesday, August 14, 2007 9:55 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] "CompatibilityAttenuation" > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] Hi there, > > > > I'm looking for some documentation on how the > "CompatibilityAttenuation" > soundscript parameter works. I've seen it used in CS:S and > some 3rd party mods, but I'm still clueless as to whether it > will fix my insane gunfire soundlevels. Any idea on what this does? > > > > Regards, > > > > Dave Cook > > > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.5.476 / Virus Database: 269.11.17/951 - Release > Date: 13/08/2007 > 10:15 > > -- > > > ___ > 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
[hlcoders] Re: Re: how to enable swaying grass in a mod?
-- [ Picked text/plain from multipart/alternative ] I know how to set up the detail prop textures thats the easy part. Its just that the function itself is never present. i actually found a tutorial on doing it here http://www.interlopers.net/forum/viewtopic.php?t=17199&sid=2cc9a95e7f0e638a61fb1d8c8a5ed949 but that does not seem to work either. ad > Date: Fri, 24 Aug 2007 06:26:10 -0700 > From: [EMAIL PROTECTED] > Subject: hlcoders digest, Vol 1 #3214 - 2 msgs > To: hlcoders@list.valvesoftware.com > > Send hlcoders mailing list submissions to > hlcoders@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > > You can reach the person managing the list at > [EMAIL PROTECTED] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > >1. Re: how to enable swaying grass in a mod? (Adam Donovan) >2. Re: Re: how to enable swaying grass in a mod? (Tony "omega" Sergi) > > --__--__-- > > Message: 1 > From: Adam Donovan <[EMAIL PROTECTED]> > To: > Date: Thu, 23 Aug 2007 19:15:09 + > Subject: [hlcoders] Re: how to enable swaying grass in a mod? > Reply-To: hlcoders@list.valvesoftware.com > > -- > [ Picked text/plain from multipart/alternative ] > Firstly thanks Chris and Jed for replying to this. I have tried your sugge= > stions but I=92m not really not > getting anything in game. I still can=92t see the ConVar cl_detail_max_sway= > in the console. I have set > up my detail.vbsp to include sway and shape type but I am unable to see any= > results they just look > like my normal sprites. I made a page of the code on my web site if you ha= > ve a chance to glance at > it and offer any suggestions please. Maybe I am missing a step here like an= > d fgd entry? I=92m at a bit off a > loss. > > view the CDetailObjectSystem code here http://www.adamdonovan.net/hl2coding= > .html > > _ > Roast a Rock Star: watch video interviews with hot music acts > http://ninemsn.com.au/share/redir/adTrack.asp?mode=3Dclick&clientID=3D809&r= > eferral=3Dhotmailtagline&URL=3Dhttp://music.ninemsn.com.au/roastarockstar > -- > > > --__--__-- > > Message: 2 > Date: Thu, 23 Aug 2007 15:54:49 -0400 > From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Re: how to enable swaying grass in a mod? > Reply-To: hlcoders@list.valvesoftware.com > > -- > [ Picked text/plain from multipart/alternative ] > it's for detailsprites.vtf / detail.vbsp.. > afaik. > > for surfaces that automatically have grass and other things placed on them. > you have to set those up. > > > On 8/23/07, Adam Donovan <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Firstly thanks Chris and Jed for replying to this. I have tried your > > suggestions but I'm not really not > > getting anything in game. I still can't see the ConVar cl_detail_max_sway > > in the console. I have set > > up my detail.vbsp to include sway and shape type but I am unable to see > > any results they just look > > like my normal sprites. I made a page of the code on my web site if you > > have a chance to glance at > > it and offer any suggestions please. Maybe I am missing a step here like > > and fgd entry? I'm at a bit off a > > loss. > > > > view the CDetailObjectSystem code here > > http://www.adamdonovan.net/hl2coding.html > > > > _ > > Roast a Rock Star: watch video interviews with hot music acts > > > > http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=809&referral=hotmailtagline&URL=http://music.ninemsn.com.au/roastarockstar > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > -omega > -- > > > > --__--__-- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest _ Roast a Rock Star: watch video interviews with hot music acts http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=809&referral=hotmailtagline&URL=http://music.ninemsn.com.au/roastarockstar -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders