Re: [hlcoders] Ladder climbing

2005-05-17 Thread r00t 3:16
thanks,
I found it in LadderMove() actually feel kind of silly because it was quite
easy lol..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Michael A. Hobson" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 17, 2005 2:26 AM
Subject: Re: [hlcoders] Ladder climbing

rootie,
At 11:08 PM 5/16/2005, "root 3:16" wrote:
How would I be able to change it, so that it does not matter if the player
is looking up or down the ladder.
The Forward key would always move you up the ladder,
and the Back key would always move you down the ladder?
have a good look in the file:
game_shared\hl2\hl_gamemovement.cpp
the ladder movement code is in there.
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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[hlcoders] engine->PrecacheModel()

2005-05-17 Thread LDuke
I have a server plugin where I use engine->PrecacheModel(). Is there
anyway to download the model to the clients besides adding to the res
files for each map?

I can't really expect the server operators to add a bunch of
model/material files to the each res file.

Duke

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Re: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread DAV
I tried it and it looks cool!
Too bad that the envmap doesnt get the water correctly also.
As you sugested, maybe Valve cold add a command specially made for this...
(bigger resolution, water, etc)
Is a great way to promote a mod. Instead of a static picture a 3d panorama
will look better and the size is small
(~76Kb)
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/

- Original Message -
From: "Andrew Foss" <[EMAIL PROTECTED]>
To: "Half-life Coders List" 
Sent: Monday, May 16, 2005 7:55 PM
Subject: [hlcoders] (semi OT) 3d panoramas

Okay, I found something neat that I think a few of us would be
interested in. http://blog.johnsto.co.uk/?action=view&id=57
Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take
the resulting output and run it through a program called GoCubic. then
you get a 3d panorama of your map in quicktime VR format like so:
http://www.johnsto.co.uk/panoramas
my on topic part of this mail is: would it be possbile for Valve to
either: A: increase the limits on mat_envmaptgasize or B: put in a
function that takes highres envmaps?
This could be a useful way to show off parts of maps.
I think it'd make a wonderful teaser to be able to pan around a spoit
in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of
'cool factor'.)
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RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Jay Stelly
You could emulate the envmap command with setang & screenshot (or jpeg)
plus you need to force fov 90 for a 6 shot cubemap:

fov 90
setang 0 0 0
screenshot
setang 0 90 0
screenshot
setang 0 180 0
screenshot
setang 0 270 0
screenshot
setang -90 0 0
screenshot
setang 90 0 0
screenshot

(this generates the cube faces in rt, bk, lf, ft, up, dn order
equivalent to envmap)

That will let you take envmaps at any resolution you can run the game.
The envmap command is basically the same as this, but it's using the
buildcubemap code which enforces some constraints (power of two output
and such) for various reasons.

Also, Chris Green made some high-res panoramas here at Valve while
working on lost coast.  Here's his explanation of how he did it:

Bind a key to take a jpeg screenshot
Bind keys of your choice to turn left and right and look up / down Set
the field of view down a bit Pause the game.
Pan from left to right in overlapping steps, taking a screenshot at each
step. If you want a multi row panorama, when you get to the end of
panning, look up a little and pan back.

Use a panorama creation program to stitch the resultant screen shots. If
you panned both horizontally and vertically, you will need to use
software which supports multi-row panoramas.

I used the program "autostitch"
(http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the
images together. This program requires no manual stitching at all. You
don't even have to tell it what order the shots are in.

I was able to make very high resolution panoramas, over 10K pixels wide.



> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of DAV
> Sent: Tuesday, May 17, 2005 2:56 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] (semi OT) 3d panoramas
>
> I tried it and it looks cool!
>
> Too bad that the envmap doesnt get the water correctly also.
>
> As you sugested, maybe Valve cold add a command specially
> made for this...
> (bigger resolution, water, etc)
>
> Is a great way to promote a mod. Instead of a static picture
> a 3d panorama will look better and the size is small
> (~76Kb)
>
> Davide (DAV)
> Email: [EMAIL PROTECTED]
> DAV Levels: http://www.planetquake.com/davlevels/
>
>
>
> - Original Message -
> From: "Andrew Foss" <[EMAIL PROTECTED]>
> To: "Half-life Coders List" 
> Sent: Monday, May 16, 2005 7:55 PM
> Subject: [hlcoders] (semi OT) 3d panoramas
>
>
> > Okay, I found something neat that I think a few of us would be
> > interested in. http://blog.johnsto.co.uk/?action=view&id=57
> >
> > Load a map, set mat_envmaptgasize to 512 and use 'envmap'.
> then take
> > the resulting output and run it through a program called
> GoCubic. then
> > you get a 3d panorama of your map in quicktime VR format like so:
> > http://www.johnsto.co.uk/panoramas
> >
> > my on topic part of this mail is: would it be possbile for Valve to
> > either: A: increase the limits on mat_envmaptgasize or B: put in a
> > function that takes highres envmaps?
> >
> > This could be a useful way to show off parts of maps.
> >
> > I think it'd make a wonderful teaser to be able to pan
> around a spoit
> > in a map. (and at 93 k for the 512x512 VRs, a small file
> for a lot of
> > 'cool factor'.)
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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[hlcoders] Player Leaning

2005-05-17 Thread Michael Kramer
I am trying to do player leaning...I have gotten everything except the
command...I am using ViewPunch(); for right now but it doesn't
stay...Does anyone know if there is a way I can rotate the FOV or make
it so that ViewPunch can stay? Thanx :D

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Re: [hlcoders] Player Leaning

2005-05-17 Thread Jeffrey \"botman\" Broome
Michael Kramer wrote:
I am trying to do player leaning...I have gotten everything except the
command...I am using ViewPunch(); for right now but it doesn't
stay...Does anyone know if there is a way I can rotate the FOV or make
it so that ViewPunch can stay? Thanx :D
Are you just trying to roll the view?  If so, see
CBasePlayer::CalcViewRoll()
--
Jeffrey "botman" Broome
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Re: [hlcoders] Player Leaning

2005-05-17 Thread Adam \"amckern\" Mckern
or read the ot, that jay posted

setang -45 0 0
setang 45 0 0

Trust me on this, that those angels are uttley wrong
(i have never gotten p r y)

Adam

--- "Jeffrey \"botman\" Broome"
<[EMAIL PROTECTED]> wrote:
> Michael Kramer wrote:
> > I am trying to do player leaning...I have gotten
> everything except the
> > command...I am using ViewPunch(); for right now
> but it doesn't
> > stay...Does anyone know if there is a way I can
> rotate the FOV or make
> > it so that ViewPunch can stay? Thanx :D
>
> Are you just trying to roll the view?  If so, see
> CBasePlayer::CalcViewRoll()
>
> --
> Jeffrey "botman" Broome
>
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RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Adam \"amckern\" Mckern
Will the envmap, take your video settings into
account, such as having everything up full bore?

Also thanks Jay, i'll be doing this latter on

Adam

--- Jay Stelly <[EMAIL PROTECTED]> wrote:

> You could emulate the envmap command with setang &
> screenshot (or jpeg)
> plus you need to force fov 90 for a 6 shot cubemap:
>
> fov 90
> setang 0 0 0
> screenshot
> setang 0 90 0
> screenshot
> setang 0 180 0
> screenshot
> setang 0 270 0
> screenshot
> setang -90 0 0
> screenshot
> setang 90 0 0
> screenshot
>
> (this generates the cube faces in rt, bk, lf, ft,
> up, dn order
> equivalent to envmap)
>
> That will let you take envmaps at any resolution you
> can run the game.
> The envmap command is basically the same as this,
> but it's using the
> buildcubemap code which enforces some constraints
> (power of two output
> and such) for various reasons.
>
> Also, Chris Green made some high-res panoramas here
> at Valve while
> working on lost coast.  Here's his explanation of
> how he did it:
>
> Bind a key to take a jpeg screenshot
> Bind keys of your choice to turn left and right and
> look up / down Set
> the field of view down a bit Pause the game.
> Pan from left to right in overlapping steps, taking
> a screenshot at each
> step. If you want a multi row panorama, when you get
> to the end of
> panning, look up a little and pan back.
>
> Use a panorama creation program to stitch the
> resultant screen shots. If
> you panned both horizontally and vertically, you
> will need to use
> software which supports multi-row panoramas.
>
> I used the program "autostitch"
>
(http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html)
> to join the
> images together. This program requires no manual
> stitching at all. You
> don't even have to tell it what order the shots are
> in.
>
> I was able to make very high resolution panoramas,
> over 10K pixels wide.
>
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On
> Behalf Of DAV
> > Sent: Tuesday, May 17, 2005 2:56 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] (semi OT) 3d panoramas
> >
> > I tried it and it looks cool!
> >
> > Too bad that the envmap doesnt get the water
> correctly also.
> >
> > As you sugested, maybe Valve cold add a command
> specially
> > made for this...
> > (bigger resolution, water, etc)
> >
> > Is a great way to promote a mod. Instead of a
> static picture
> > a 3d panorama will look better and the size is
> small
> > (~76Kb)
> >
> > Davide (DAV)
> > Email: [EMAIL PROTECTED]
> > DAV Levels: http://www.planetquake.com/davlevels/
> >
> >
> >
> > - Original Message -
> > From: "Andrew Foss" <[EMAIL PROTECTED]>
> > To: "Half-life Coders List"
> 
> > Sent: Monday, May 16, 2005 7:55 PM
> > Subject: [hlcoders] (semi OT) 3d panoramas
> >
> >
> > > Okay, I found something neat that I think a few
> of us would be
> > > interested in.
> http://blog.johnsto.co.uk/?action=view&id=57
> > >
> > > Load a map, set mat_envmaptgasize to 512 and use
> 'envmap'.
> > then take
> > > the resulting output and run it through a
> program called
> > GoCubic. then
> > > you get a 3d panorama of your map in quicktime
> VR format like so:
> > > http://www.johnsto.co.uk/panoramas
> > >
> > > my on topic part of this mail is: would it be
> possbile for Valve to
> > > either: A: increase the limits on
> mat_envmaptgasize or B: put in a
> > > function that takes highres envmaps?
> > >
> > > This could be a useful way to show off parts of
> maps.
> > >
> > > I think it'd make a wonderful teaser to be able
> to pan
> > around a spoit
> > > in a map. (and at 93 k for the 512x512 VRs, a
> small file
> > for a lot of
> > > 'cool factor'.)
> > >
> > > ___
> > > 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
>
>


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RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Jay Stelly
If you use the screenshot or jpeg command sequentially as below it just
dumps the screen to disk, so everything is rendered through the normal
path.

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Adam "amckern" Mckern
> Sent: Tuesday, May 17, 2005 6:00 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] (semi OT) 3d panoramas
>
> Will the envmap, take your video settings into account, such
> as having everything up full bore?
>
> Also thanks Jay, i'll be doing this latter on
>
> Adam
>
> --- Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> > You could emulate the envmap command with setang & screenshot (or
> > jpeg) plus you need to force fov 90 for a 6 shot cubemap:
> >
> > fov 90
> > setang 0 0 0
> > screenshot
> > setang 0 90 0
> > screenshot
> > setang 0 180 0
> > screenshot
> > setang 0 270 0
> > screenshot
> > setang -90 0 0
> > screenshot
> > setang 90 0 0
> > screenshot
> >
> > (this generates the cube faces in rt, bk, lf, ft, up, dn order
> > equivalent to envmap)
> >
> > That will let you take envmaps at any resolution you can
> run the game.
> > The envmap command is basically the same as this, but it's
> using the
> > buildcubemap code which enforces some constraints (power of
> two output
> > and such) for various reasons.
> >
> > Also, Chris Green made some high-res panoramas here at Valve while
> > working on lost coast.  Here's his explanation of how he did it:
> >
> > Bind a key to take a jpeg screenshot
> > Bind keys of your choice to turn left and right and look up
> / down Set
> > the field of view down a bit Pause the game.
> > Pan from left to right in overlapping steps, taking a screenshot at
> > each step. If you want a multi row panorama, when you get
> to the end
> > of panning, look up a little and pan back.
> >
> > Use a panorama creation program to stitch the resultant
> screen shots.
> > If you panned both horizontally and vertically, you will
> need to use
> > software which supports multi-row panoramas.
> >
> > I used the program "autostitch"
> >
> (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html)
> > to join the
> > images together. This program requires no manual stitching
> at all. You
> > don't even have to tell it what order the shots are in.
> >
> > I was able to make very high resolution panoramas, over 10K pixels
> > wide.
> >
> >
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On
> > Behalf Of DAV
> > > Sent: Tuesday, May 17, 2005 2:56 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] (semi OT) 3d panoramas
> > >
> > > I tried it and it looks cool!
> > >
> > > Too bad that the envmap doesnt get the water
> > correctly also.
> > >
> > > As you sugested, maybe Valve cold add a command
> > specially
> > > made for this...
> > > (bigger resolution, water, etc)
> > >
> > > Is a great way to promote a mod. Instead of a
> > static picture
> > > a 3d panorama will look better and the size is
> > small
> > > (~76Kb)
> > >
> > > Davide (DAV)
> > > Email: [EMAIL PROTECTED]
> > > DAV Levels: http://www.planetquake.com/davlevels/
> > >
> > >
> > >
> > > - Original Message -
> > > From: "Andrew Foss" <[EMAIL PROTECTED]>
> > > To: "Half-life Coders List"
> > 
> > > Sent: Monday, May 16, 2005 7:55 PM
> > > Subject: [hlcoders] (semi OT) 3d panoramas
> > >
> > >
> > > > Okay, I found something neat that I think a few
> > of us would be
> > > > interested in.
> > http://blog.johnsto.co.uk/?action=view&id=57
> > > >
> > > > Load a map, set mat_envmaptgasize to 512 and use
> > 'envmap'.
> > > then take
> > > > the resulting output and run it through a
> > program called
> > > GoCubic. then
> > > > you get a 3d panorama of your map in quicktime
> > VR format like so:
> > > > http://www.johnsto.co.uk/panoramas
> > > >
> > > > my on topic part of this mail is: would it be
> > possbile for Valve to
> > > > either: A: increase the limits on
> > mat_envmaptgasize or B: put in a
> > > > function that takes highres envmaps?
> > > >
> > > > This could be a useful way to show off parts of
> > maps.
> > > >
> > > > I think it'd make a wonderful teaser to be able
> > to pan
> > > around a spoit
> > > > in a map. (and at 93 k for the 512x512 VRs, a
> > small file
> > > for a lot of
> > > > 'cool factor'.)
> > > >
> > > > ___
> > > > 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
> > >
> > >
> >
> > ___
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> list archives,
> > please visit:
> >
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