Re: [hlcoders] whats happening with this engine

2009-10-07 Thread Nick
still no reply, im not surprised though

On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
 wrote:
> Yeah, I guess it makes much more sense if I treat it as sarcasm.
> Meh.
>
> 2009/8/6 Tony Paloma :
>> I think you missed the sarcasm.
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
>> Sent: Thursday, August 06, 2009 2:53 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] whats happening with this engine
>>
>> They use their tools to make their games to make lots of money and
>> game of the year... again.
>>
>> 2009/8/6 botman :
>>> 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  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
>>  wrote:
>> Seconded!
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2009/7/26 Matt Hoffman
>>
>>> 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
>>> 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"
 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:
>> 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
>>
>>> 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"
>>> Sent: Saturday, July 25, 2009 10:21 AM
>>> To: "Discussion of Half-Life Programming"
>>> >> 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
>>

Re: [hlcoders] Dynamic weapon attachments

2009-10-07 Thread Joshua Scarsbrook
Well is the achievement weapons in tf2 not a good example how, it does 
exactly what you want to do, it uses effects and works with only one 
model for both world and view.

On 7/10/2009 7:30 p.m., Jorge Rodriguez wrote:
> On Tue, Oct 6, 2009 at 1:18 AM, Minh  wrote:
>
>
>> Imagine trying to make an
>> animation where the player switches the gun from one hand to another, or
>> he holds the gun from a different part of the gun at different part of
>> the animation. This sort of stuff is easy to do when the bones are all
>> animated and exported in their own local space. It gets tricky to do
>> this with third person anims cuz you have to work closely with the code
>> to detach the model from the hand at various points in the animation.
>>
>>  
> ... or you can make a separate bone that's not part of the biped heirarchy
> that holds the weapon position, and animate it just as you would a weapon in
> a v model animation.
>
> That said you're still right, having w models in the v does put some
> restrictions on view model dynamics, and there are a lot more problems to
> solve than if you just have a separate v model. The plus side of it though
> is you get a lot more of a "real" feeling in the view without having to do a
> lot of duplication of work to model and animate things twice.
>
>


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders