Re: [hlcoders] TriApi + OpenGl + nVidia = BAD ????

2001-12-03 Thread Cortex



I found a way to get aroud this 
bug...
If I turn the Render Mode of my 
func_wall to Solid,
my rain works ;)
 
But... :-(
I don(t know how to explain this, I attach 
a screen ;)
On the screenshot, the block is BEHIND 
the rain poly which
is underlined !!!.
 
CortexHL 
Albator coder & mapperwww.hlalbator.fr.st

  - Original Message - 
  From: 
  Cortex 
  To: [EMAIL PROTECTED] 
  
  Sent: Monday, December 03, 2001 9:49 
  PM
  Subject: Re: [hlcoders] TriApi + OpenGl + 
  nVidia = BAD 
  
  I localised the problem...
  It's in the Spawn function of the 
  func_wall entity :
   
  SET_MODEL( ENT(pev), 
  STRING(pev->model) );
   
  If I comment out this line, the 
  block doesn't appear and my rain
  works fine...
   
  What's that strange problem 
  ???
  Engine or code problem 
  
   
  Thanks for ANY help !!!
   
  CortexHL 
  Albator coder & mapperwww.hlalbator.fr.st
  
- Original Message - 
From: 
Cortex 
To: [EMAIL PROTECTED] 

Sent: Monday, December 03, 2001 6:53 
PM
Subject: [hlcoders] TriApi + OpenGl + 
nVidia = BAD 

Hello,
 
I've finished to program some rain in 
my mod. I used TriApi.
I tried it in different positions and 
all work ;) except one ;(
When a func_wall block is in my vision, 
all my TriApi disappear !
I've run MSVC in debug mode... My 
functions are always correctly called,
but when I've some func_wall in my PVS, 
rain disappears ;( When I haven't
this bloc in my PVS, all works 
fine.
 
I hope you've understand me, I think my 
english isn't very well ;)
 
CortexHL 
Albator coder & mapperwww.hlalbator.fr.st
<>

Re: [hlcoders] [OT] question to valve, curious

2001-12-03 Thread Biggs



I asked this question years ago right after HL was 
released. The whole reason i wanted HL was because of most of what i saw in the 
demos that never made it in the game. I asked if they would concider releasing 
the old maps, monsters and other various stuff as kinda like an SDK addon. 
The answer i got was no.
 
~Biggs

  - Original Message - 
  From: 
  Andrew Foss 

  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, December 04, 2001 12:59 
  AM
  Subject: [hlcoders] [OT] question to 
  valve, curious
  
  I was digging around in my old CD's box, when I 
  came upon a diamond viper driver disc. it contained a Half-life 
  trailer.
   
  upon watching it, I noticed some cool bits. 
  almost all the monsters in the demo are not seen in the game. (the models 
  still exist) there are also a bunch of maps that didn't make the cut. Datacore 
  is an example, it was originally a singleplayer map.
   
  My question is this:
  Since HL is actually HL2, because a lot of code, 
  maps, textures, and models were cut/not in the final game, do you still have 
  any of the old stuff laying around, and B: would you consider releasing any of 
  it? I would love to see the original maps, because they look pretty cool. 
  also, does the smelling gibs code work? can the mosters smell out the 
  stinky bodies? :)
   
  --cannibal


[hlcoders] [OT] question to valve, curious

2001-12-03 Thread Andrew Foss



I was digging around in my old CD's box, when I 
came upon a diamond viper driver disc. it contained a Half-life 
trailer.
 
upon watching it, I noticed some cool bits. almost 
all the monsters in the demo are not seen in the game. (the models still exist) 
there are also a bunch of maps that didn't make the cut. Datacore is an example, 
it was originally a singleplayer map.
 
My question is this:
Since HL is actually HL2, because a lot of code, 
maps, textures, and models were cut/not in the final game, do you still have any 
of the old stuff laying around, and B: would you consider releasing any of it? I 
would love to see the original maps, because they look pretty cool. also, does 
the smelling gibs code work? can the mosters smell out the stinky bodies? 
:)
 
--cannibal


Re: [hlcoders] LOD stuff

2001-12-03 Thread Oskar 'Zoot' Lindgren

.rules


- Original Message -
From: "Paolo "Nusco" Perrotta" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 03, 2001 10:30 AM
Subject: Re: [hlcoders] LOD stuff


> Hi Persuter. I won't post attachments to this list anymore after last
week's
> virus incident, but here's a link to the file:
>
> http://www.planethalflife.com/holywars/tmp/entity.cpp
>
> The Holy Wars downloadable contains some examples of LODded models. You
can
> also experiment with client-side console commands to get a feeling of how
> LOD and other optimizations are going to work in the game. Feel free to
mail
> me or post to this list if you have any specific questions.
>
> ---
> Paolo "Nusco" Perrotta
> Holy Wars Team
> http://www.planethalflife.com/holywars
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlcoders] pushable objects

2001-12-03 Thread [DRP]Avatar-X

I've never seen pushables in unreal, but that sounds a lot like func_pushable...
-av

botman wrote:

> > Has anybody seen documentation on pushable objects in
> > HL ala Unreal Tournament?
> >
> > I figure that it could work by making a new item that
> > when used it tries to move away from your forward
> > vector but not having to 'use' it would be preferred.
>
> You could create a Touch function (i.e. PushTouch()) that would cause the
> pushable object to move when it is touched.  You could get the entity that
> is doing the touching (i.e. the player) and use it's velocity to determine
> which way to push the object without having to USE it.
>
> Jeffrey "botman" Broome
>
> ___
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--
-
[DRP]Avatar-X
SillyZone Homepage: www.thesillyzone.com
SillyZone Forums: forum.thesillyzone.com
My Homepage: www.cyberwyre.com


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[hlcoders] Finding out Client's Team Index in Scoreboard Code

2001-12-03 Thread Miguel Aleman



How can I find the team Index of a client in the 
VGUI_Scoreboard code?


Re: [hlcoders] TriApi + OpenGl + nVidia = BAD ????

2001-12-03 Thread Cortex



I localised the problem...
It's in the Spawn function of the func_wall 
entity :
 
SET_MODEL( ENT(pev), STRING(pev->model) 
);
 
If I comment out this line, the block 
doesn't appear and my rain
works fine...
 
What's that strange problem 
???
Engine or code problem 

 
Thanks for ANY help !!!
 
CortexHL 
Albator coder & mapperwww.hlalbator.fr.st

  - Original Message - 
  From: 
  Cortex 
  To: [EMAIL PROTECTED] 
  
  Sent: Monday, December 03, 2001 6:53 
  PM
  Subject: [hlcoders] TriApi + OpenGl + 
  nVidia = BAD 
  
  Hello,
   
  I've finished to program some rain in my 
  mod. I used TriApi.
  I tried it in different positions and all 
  work ;) except one ;(
  When a func_wall block is in my vision, 
  all my TriApi disappear !
  I've run MSVC in debug mode... My 
  functions are always correctly called,
  but when I've some func_wall in my PVS, 
  rain disappears ;( When I haven't
  this bloc in my PVS, all works 
  fine.
   
  I hope you've understand me, I think my 
  english isn't very well ;)
   
  CortexHL 
  Albator coder & mapperwww.hlalbator.fr.st


Re: [hlcoders] pushable objects

2001-12-03 Thread botman

> Has anybody seen documentation on pushable objects in
> HL ala Unreal Tournament?
>
> I figure that it could work by making a new item that
> when used it tries to move away from your forward
> vector but not having to 'use' it would be preferred.

You could create a Touch function (i.e. PushTouch()) that would cause the
pushable object to move when it is touched.  You could get the entity that
is doing the touching (i.e. the player) and use it's velocity to determine
which way to push the object without having to USE it.

Jeffrey "botman" Broome

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[hlcoders] pushable objects

2001-12-03 Thread vato loco

Has anybody seen documentation on pushable objects in
HL ala Unreal Tournament?  
 
I figure that it could work by making a new item that
when used it tries to move away from your forward
vector but not having to 'use' it would be preferred.
 
Any ideas?

-loco3d

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Re: [hlcoders] LOD stuff

2001-12-03 Thread Patrick Phillips

heh, my store's pretty small, so they would NEVER do that.
What'd you do?
I do carts and hate it when I'm scheduled for cashiering cause people suck.


>From: "Ubermensch" <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] LOD stuff
>Date: Sun, 2 Dec 2001 17:52:03 -0600
>
>
>
> > LOD?
> > Like, Leader On Duty?
> > If so, /me cries.
> > Sorry, I work at Target.
>
>I feel your pain.  I used to work at Target.  I quit when they told me that
>the job was more important than my junior year of high school.
>
>-Übermensch
>
> >
> > >From: "Persuter" <[EMAIL PROTECTED]>
> > >Reply-To: [EMAIL PROTECTED]
> > >To: <[EMAIL PROTECTED]>
> > >Subject: RE: [hlcoders] LOD stuff
> > >Date: Sun, 2 Dec 2001 16:17:50 -0600
> > >
> > >Ha ha ha it is VERY sekrat Seriously, we're trying to develop it
> > >under wraps a bit, but basically it takes place in large urban areas
> > >with many cars and civilians about, so it's either LOD tech or pretty
> > >empty streets...
> > >
> > >Persuter
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' Lindgren
> > > > Sent: Sunday, December 02, 2001 4:11 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [hlcoders] LOD stuff
> > > >
> > > > What type of mod are you going to make?
> > > >
> > > > - Original Message -
> > > > From: "Persuter" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Sunday, December 02, 2001 11:05 PM
> > > > Subject: [hlcoders] LOD stuff
> > > >
> > > >
> > > > > Hey Nusco, I know you released some files dealing with the 
>Holywars
> > >LOD
> > > > > technology. Is that available for download anywhere? I seem to 
>have
> > >lost
> > > > > my own copy of it, depressingly enough, and I now find myself
> > >working on
> > > > > a mod where I really need it.
> > > > >
> > > > > Thanks for any help.
> > > > >
> > > > >
> > > > > Persuter
> > > > >
> > > > >
> > > > > _
> > > > > Do You Yahoo!?
> > > > > Get your free @yahoo.com address at http://mail.yahoo.com
> > > > >
> > > > > ___
> > > > > 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
> > >
> > >
> > >_
> > >Do You Yahoo!?
> > >Get your free @yahoo.com address at http://mail.yahoo.com
> > >
> > >___
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> > >please visit:
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> > >
> >
> >
> > _
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>http://explorer.msn.com/intl.asp
> >
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RE: [hlcoders] LOD stuff

2001-12-03 Thread James Williams

> I bumped this up to 128 so this should be less of a problem now.

Many thanks. =)

-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)


<>

RE: [hlcoders] LOD stuff

2001-12-03 Thread Erik Johnson

I bumped this up to 128 so this should be less of a problem now.

Erik

 -Original Message-
From:   James Williams [mailto:[EMAIL PROTECTED]] 
Sent:   Monday, December 03, 2001 10:14 AM
To: [EMAIL PROTECTED]
Subject:RE: [hlcoders] LOD stuff

BTW, I sent this yesterday afternoon, but there's a hold on messages >40KB
and they have to be individually approved by a moderator.

Just thought I'd warn you all in advance. =)


-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of James
> Williams
> Sent: Sunday, December 02, 2001 4:17 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] LOD stuff
>
>
> To get back on track, here's the original email with .cpp file
> attached (and
> lame topica ads removed). Knock yourselves out. =)
>
> -James "Corvidae" Williams ([EMAIL PROTECTED])
> Administrator, Wavelength Forums
> (http://www.planethalflife.com/wavelength)
> Co-Leader / Coder, Underhive (http://www.underhive.com)
>
>
> > -Original Message-
> > From: Paolo "Nusco" Perrotta [mailto:[EMAIL PROTECTED]]
> > Sent: Tuesday, September 18, 2001 6:38 AM
> > To: [EMAIL PROTECTED]
> > Subject: [HLCoders] LOD and other cool stuff
> >
> > Some months ago I wrote about three ways to optimize the HL rendering.
> >
> > - Level Of Detail (LOD): Make multiple models for some of your
> > entities, and
> > switch the model on the client based on the distance from the player
> >
(http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This
> is more work for the modeler, but it gives you faster rendering and more
> polygons.
>
> - Field Of View filter: If an entity is outside the player's FOV,
> remove it
> from the client's rendering pipeline. This works great, and it gives a big
> speed boost on slower machines (I'm talking about 30% on my old PII, and
> even more when the player is zooming). It might or might not be noticeable
> on faster machines. One problem with this is that you can't filter out all
> entities - you must flag entities that can be safely removed -
> small enough
> to give you some confidence about their visibility, etc.
>
> - Line Of Sight filter: Same as the FOV filter, but it removes
> entities that
> are not visible because they're hidden by architecture. You must be
> reasonably sure that the entity is out of sight before removing it. It
> requires some tracing and the same "flagging" of the FOV filter. It works
> well enough.
>
> I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever
> noticed anything strange going on - but they did notice the
> insane amount of
> polys on some weapon models. :)  I was planning to release the
> source after
> Beta 2, but then we got involved in some Valve-related projects and Holy
> Wars was put on hold.
>
> Now I'm playing with the new SDK source, and I merged some of the
> Holy Wars
> code into it. Since I don't know what I'll do with this and if it
> will ever
> be released, here's the modified entity.cpp file for you to toy with. The
> massive amount of comments might be annoying, but I felt that too much was
> better than too little here. Just credit us if you lift
> code/ideas from this
> file.
> Enjoy.
>
> ---
> Paolo "Nusco" Perrotta
> Holy Wars Team
> http://www.planethalflife.com/holywars
>
>
> An archive exists at: http://www.topica.com/lists/hlcoders
>

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<>

[hlcoders] TriApi + OpenGl + nVidia = BAD ????

2001-12-03 Thread Cortex



Hello,
 
I've finished to program some rain in my 
mod. I used TriApi.
I tried it in different positions and all 
work ;) except one ;(
When a func_wall block is in my vision, all 
my TriApi disappear !
I've run MSVC in debug mode... My functions 
are always correctly called,
but when I've some func_wall in my PVS, 
rain disappears ;( When I haven't
this bloc in my PVS, all works 
fine.
 
I hope you've understand me, I think my 
english isn't very well ;)
 
CortexHL 
Albator coder & mapperwww.hlalbator.fr.st


RE: [hlcoders] LOD stuff

2001-12-03 Thread James Williams

BTW, I sent this yesterday afternoon, but there's a hold on messages >40KB
and they have to be individually approved by a moderator.

Just thought I'd warn you all in advance. =)


-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of James
> Williams
> Sent: Sunday, December 02, 2001 4:17 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] LOD stuff
>
>
> To get back on track, here's the original email with .cpp file
> attached (and
> lame topica ads removed). Knock yourselves out. =)
>
> -James "Corvidae" Williams ([EMAIL PROTECTED])
> Administrator, Wavelength Forums
> (http://www.planethalflife.com/wavelength)
> Co-Leader / Coder, Underhive (http://www.underhive.com)
>
>
> > -Original Message-
> > From: Paolo "Nusco" Perrotta [mailto:[EMAIL PROTECTED]]
> > Sent: Tuesday, September 18, 2001 6:38 AM
> > To: [EMAIL PROTECTED]
> > Subject: [HLCoders] LOD and other cool stuff
> >
> > Some months ago I wrote about three ways to optimize the HL rendering.
> >
> > - Level Of Detail (LOD): Make multiple models for some of your
> > entities, and
> > switch the model on the client based on the distance from the player
> >
(http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This
> is more work for the modeler, but it gives you faster rendering and more
> polygons.
>
> - Field Of View filter: If an entity is outside the player's FOV,
> remove it
> from the client's rendering pipeline. This works great, and it gives a big
> speed boost on slower machines (I'm talking about 30% on my old PII, and
> even more when the player is zooming). It might or might not be noticeable
> on faster machines. One problem with this is that you can't filter out all
> entities - you must flag entities that can be safely removed -
> small enough
> to give you some confidence about their visibility, etc.
>
> - Line Of Sight filter: Same as the FOV filter, but it removes
> entities that
> are not visible because they're hidden by architecture. You must be
> reasonably sure that the entity is out of sight before removing it. It
> requires some tracing and the same "flagging" of the FOV filter. It works
> well enough.
>
> I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever
> noticed anything strange going on - but they did notice the
> insane amount of
> polys on some weapon models. :)  I was planning to release the
> source after
> Beta 2, but then we got involved in some Valve-related projects and Holy
> Wars was put on hold.
>
> Now I'm playing with the new SDK source, and I merged some of the
> Holy Wars
> code into it. Since I don't know what I'll do with this and if it
> will ever
> be released, here's the modified entity.cpp file for you to toy with. The
> massive amount of comments might be annoying, but I felt that too much was
> better than too little here. Just credit us if you lift
> code/ideas from this
> file.
> Enjoy.
>
> ---
> Paolo "Nusco" Perrotta
> Holy Wars Team
> http://www.planethalflife.com/holywars
>
>
> An archive exists at: http://www.topica.com/lists/hlcoders
>

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Re: [hlcoders] LOD stuff

2001-12-03 Thread James Williams

To get back on track, here's the original email with .cpp file attached (and
lame topica ads removed). Knock yourselves out. =)

-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)


> -Original Message-
> From: Paolo "Nusco" Perrotta [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, September 18, 2001 6:38 AM
> To: [EMAIL PROTECTED]
> Subject: [HLCoders] LOD and other cool stuff
>
> Some months ago I wrote about three ways to optimize the HL rendering.
>
> - Level Of Detail (LOD): Make multiple models for some of your
> entities, and
> switch the model on the client based on the distance from the player
> (http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This
> is more work for the modeler, but it gives you faster rendering and more
> polygons.
>
> - Field Of View filter: If an entity is outside the player's FOV,
> remove it
> from the client's rendering pipeline. This works great, and it gives a big
> speed boost on slower machines (I'm talking about 30% on my old PII, and
> even more when the player is zooming). It might or might not be noticeable
> on faster machines. One problem with this is that you can't filter out all
> entities - you must flag entities that can be safely removed -
> small enough
> to give you some confidence about their visibility, etc.
>
> - Line Of Sight filter: Same as the FOV filter, but it removes
> entities that
> are not visible because they're hidden by architecture. You must be
> reasonably sure that the entity is out of sight before removing it. It
> requires some tracing and the same "flagging" of the FOV filter. It works
> well enough.
>
> I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever
> noticed anything strange going on - but they did notice the
> insane amount of
> polys on some weapon models. :)  I was planning to release the
> source after
> Beta 2, but then we got involved in some Valve-related projects and Holy
> Wars was put on hold.
>
> Now I'm playing with the new SDK source, and I merged some of the
> Holy Wars
> code into it. Since I don't know what I'll do with this and if it
> will ever
> be released, here's the modified entity.cpp file for you to toy with. The
> massive amount of comments might be annoying, but I felt that too much was
> better than too little here. Just credit us if you lift
> code/ideas from this
> file.
> Enjoy.
>
> ---
> Paolo "Nusco" Perrotta
> Holy Wars Team
> http://www.planethalflife.com/holywars
>
>
> An archive exists at: http://www.topica.com/lists/hlcoders
>



entity.cpp
Description: Binary data


Re: [hlcoders] LOD stuff

2001-12-03 Thread Nathan Taylor
>> Lol =)  IRC ALERT...    - Original Message - From: omega Sent: Sunday, December 02, 2001 11:41 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] LOD stuff  Lol =)-omegaBlackened Interactivehttp://www.nofadz.com/blackenedIRC: irc.gamesnet.net channel: #blackened-interactive- Original Message -From: "Dynerman David M" <[EMAIL PROTECTED]>To: <[EMAIL PROTECTED]>Sent: Sunday, December 02, 2001 11:24 PMSubject: RE: [hlcoders] LOD stuffI'm glad this isn't irc, otherwise I'd be spammed with private messagesfrom omega telling me type .rulesdavidLead - Front Line Force, Front Line Tacticshttp://www.flfmod.comhttp://www.fltmod.com[EMAIL PROTECTED]-Original Message-From: omega [mailto:[EMAIL PROTECTED]]Sent: Sunday, December 02, 2001 8:29 PMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] LOD stuffand you other people really need help staying on topic, dont you?! :Psomeone asks a question and then you blabber around like this is irc ;p-omegaBlackened Interactivehttp://www.nofadz.com/blackened- Original Message -From: "Oskar 'Zoot' Lindgren" <[EMAIL PROTECTED]>To: <[EMAIL PROTECTED]>Sent: Sunday, December 02, 2001 5:11 PMSubject: Re: [hlcoders] LOD stuff> What type of mod are you going to make?>> - Original Message -> From: "Persuter" <[EMAIL PROTECTED]>> To: <[EMAIL PROTECTED]>> Sent: Sunday, December 02, 2001 11:05 PM> Subject: [hlcoders] LOD stuff>>> > Hey Nusco, I know you released some files dealing with the HolywarsLOD> > technology. Is that available for download anywhere? I seem to havelost> > my own copy of it, depressingly enough, and I now find myselfworking on> > a mod where I really need it.> >> > Thanks for any help.> >> >> > Persuter> >> >> > _> > Do You Yahoo!?> > Get your free @yahoo.com address at http://mail.yahoo.com> >> > ___> > To unsubscribe, edit your list preferences, or view the listarchives,> 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:http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] LOD stuff

2001-12-03 Thread Paolo \"Nusco\" Perrotta

Hi Persuter. I won't post attachments to this list anymore after last week's
virus incident, but here's a link to the file:

http://www.planethalflife.com/holywars/tmp/entity.cpp

The Holy Wars downloadable contains some examples of LODded models. You can
also experiment with client-side console commands to get a feeling of how
LOD and other optimizations are going to work in the game. Feel free to mail
me or post to this list if you have any specific questions.

---
Paolo "Nusco" Perrotta
Holy Wars Team
http://www.planethalflife.com/holywars


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