RE: [hlcoders] poser parameters in a v_ model?
I'm not 100% so someone may correct me (please do) But I think a pose parameter being set is simply the delta between the positon/rotation of 2 keyframes, not a set of actual animation frames. Regardless, the AR2 model uses a poseparameter in the v model to control the vent (for some weird reason) so take a look at that. From: Tim Holt [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] poser parameters in a v_ model? Date: Tue, 6 Sep 2005 13:43:04 -0700 Is there any reason one couldn't put a poser parameter on a v_ model's arm, so that code could control where the arm is positioned? I'm thinking of how to make very fine action controls that have to be dynamic. Getting a pointing finger to exactly hit a button rather than vaguely poke at the middle of the POV. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] New to Source and AI questions...
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Gentlemen, I’m new to the source engine, but a friend and I have some ideas laid out and we’re working on it. Part of that is changing how the AI works. I’ve been to HYPERLINK http://developer.valvesoftware.com/wiki/Main_Pagehttp://developer.valvesof tware.com/wiki/Main_Page and read a fair amount of that including HYPERLINK http://developer.valvesoftware.com/wiki/AI_Programminghttp://developer.val vesoftware.com/wiki/AI_Programming. I’m wondering if there is more information on modifying/creating the AI? For instance, how do I spawn a NPC at the start of the map? Our idea requires squad mates and those squad mates will change in numbers as you progress through the maps. I’d rather not have static NPCs on each map, but be able to spawn an NPC based upon how things went last map, for instance. I didn’t see much on the answer to this… Any help you can offer and especially any example code or the like you could link me to (I haven’t seen much on websites that pertains specifically to AI) would be really helpful. Thanks much, Matt -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New to Source and AI questions...
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is already a system to control squad mates as you describe. Take a look at the ai_ally_manager entity. It counts squad mates and fires outputs based on the count, which the mapmaker can then point at npc_template_makers to spawn more squadmates. Those squadmates are just templated citizens, so they can be busy doing things before the player shows up to recruit them. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Sent: Wednesday, September 07, 2005 1:58 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] New to Source and AI questions... This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Gentlemen, I'm new to the source engine, but a friend and I have some ideas laid out and we're working on it. Part of that is changing how the AI works. I've been to HYPERLINK http://developer.valvesoftware.com/wiki/Main_Pagehttp://developer.valv esof tware.com/wiki/Main_Page and read a fair amount of that including HYPERLINK http://developer.valvesoftware.com/wiki/AI_Programminghttp://developer .val vesoftware.com/wiki/AI_Programming. I'm wondering if there is more information on modifying/creating the AI? For instance, how do I spawn a NPC at the start of the map? Our idea requires squad mates and those squad mates will change in numbers as you progress through the maps. I'd rather not have static NPCs on each map, but be able to spawn an NPC based upon how things went last map, for instance. I didn't see much on the answer to this... Any help you can offer and especially any example code or the like you could link me to (I haven't seen much on websites that pertains specifically to AI) would be really helpful. Thanks much, Matt -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.10.19/92 - Release Date: 9/7/2005 -- ___ 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
Re: [hlcoders] Model Surface Properties
I implemented the code you pasted from vbsp into studiomdl. I then used the value of 'j' in the triangle loop as the material index number for that triangle just to see if it works. This is retained by the collision model within studiomdl correctly until I try hitting the model with a trace in game. The trace's surface material seems to remain a constant value 77 for all areas of the model even though it should have been the index number that I set when compiling it. Is the material index of each triangle actually being saved in the collision model file automatically as being a part of the class or is it being ignored and the blanket value of 77 being applied elsewhere? Jay Stelly wrote: You definitely don't want to use a polysoup for this. You'll dramatically increase the cost of physics for every object you do this to. Unfortunately, there isn't an API in vphysics that allows you to construct non-polysoup convexes with a specific triangulation. So you're not going to be able to solve this exactly. The planar constraints will be the same, but the triangulation of those planar polygons may not be (since it gets chosen by the code that creates convex hulls). Anyway, the best method I can think of is to use what vbsp uses: ICollisionQuery *pQuery = physcollision-CreateQueryModel( pCollide ); int convex = pQuery-ConvexCount(); for ( int i = 0; i convex; i++ ) { int triCount = pQuery-TriangleCount( i ); int brushIndex = pQuery-GetGameData( i ); Vector points[3]; for ( int j = 0; j triCount; j++ ) { pQuery-GetTriangleVerts( i, j, points ); // REPLACE THIS CODE Vector normal = TriangleNormal( points[0], points[1], points[2] ); dbrushside_t *pside = FindBrushSide( brushIndex, normal ); if ( pside-texinfo != TEXINFO_NODE ) { int prop = g_SurfaceProperties[texinfo[pside-texinfo].texdata]; pQuery-SetTriangleMaterialIndex( i, j, RemapWorldMaterial( prop ) ); } // REPLACE THIS CODE // pQuery-SetTriangleMaterialIndex( i, j, your index here ); } } physcollision-DestroyQueryModel( pQuery ); And then replace that bracketed code with something that matches to the nearest face in the SMD collision model to get your texture/material. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Tuesday, September 06, 2005 1:35 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Model Surface Properties Ok, I checked out the studiomdl source to find out how to go about doing this. It looks like when the collision model is built, it first gets the vertices, creates a convex hull, and then makes the final collision element. That's no good so I altered it to take the vertices and turn them into triangles using the Poly Soup functions and then build the collidable from the soup where I can assign a material id per face. Unfortunately, only a few of the triangles are actually where they should be with some having vertices that can't possibly be right. The model reports 72 vertices, but then the original function to turn the vertices into convex hulls only reports 14 non-duplicate vertices. If I try using all 72, it outputs yellow text errors in the command window. Can you offer any advice? My brain is fried for now, but I suppose it's just a matter of messing with it until it works. I only hope that the exported .phy file is actually saving the material index for the faces. Jay Stelly wrote: The collision models built by the MDL/studiomdl path have the same low-level features as the ones built in Hammer. But the tools do not put per-face materials on the collision models. So you would have to modify the model compiler or do this in a post-process in your mod. At runtime, there is a 7-bit material index available per triangle on any collision model. In vbsp, the world model compiler builds a table of the different surfaceprops used by the world and stores an index into that table on each triangle. You could do the same for your models, but currently our tools do not do this. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, September 03, 2005 8:53 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Model Surface Properties I want to be able to group faces/triangles of a collision mesh in one of my models into separate groups. Inside my mod, I want to be able to tell from a trace which group of faces was
RE: [hlcoders] poser parameters in a v_ model?
Pose Parameters can be used to blend between frames or animations. Most of the NPCs in Half-Life 2 use pose parameters to blend between 8 different run or walk animations (One for each direction). And in the case of the AR2 it just blends between two keyframes (one open and one closed). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Wednesday, September 07, 2005 11:26 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] poser parameters in a v_ model? I'm not 100% so someone may correct me (please do) But I think a pose parameter being set is simply the delta between the positon/rotation of 2 keyframes, not a set of actual animation frames. Regardless, the AR2 model uses a poseparameter in the v model to control the vent (for some weird reason) so take a look at that. From: Tim Holt [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] poser parameters in a v_ model? Date: Tue, 6 Sep 2005 13:43:04 -0700 Is there any reason one couldn't put a poser parameter on a v_ model's arm, so that code could control where the arm is positioned? I'm thinking of how to make very fine action controls that have to be dynamic. Getting a pointing finger to exactly hit a button rather than vaguely poke at the middle of the POV. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take charge with a pop-up guard built on patented Microsoft(r) SmartScreen Technology http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ 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
RE: [hlcoders] poser parameters in a v_ model?
Same it looks with the combine camera. Looking at it was what made me think having someone's v_ arm be a pose parameter controlled item is doable. Basically I want to do very fine motion control for the aiming the player does, where I freeze mouse look while in special aim model. Mouse motion then does the fine arm motion unless released. Quoting Adrian Finol [EMAIL PROTECTED]: Pose Parameters can be used to blend between frames or animations. Most of the NPCs in Half-Life 2 use pose parameters to blend between 8 different run or walk animations (One for each direction). And in the case of the AR2 it just blends between two keyframes (one open and one closed). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Wednesday, September 07, 2005 11:26 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] poser parameters in a v_ model? I'm not 100% so someone may correct me (please do) But I think a pose parameter being set is simply the delta between the positon/rotation of 2 keyframes, not a set of actual animation frames. Regardless, the AR2 model uses a poseparameter in the v model to control the vent (for some weird reason) so take a look at that. From: Tim Holt [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] poser parameters in a v_ model? Date: Tue, 6 Sep 2005 13:43:04 -0700 Is there any reason one couldn't put a poser parameter on a v_ model's arm, so that code could control where the arm is positioned? I'm thinking of how to make very fine action controls that have to be dynamic. Getting a pointing finger to exactly hit a button rather than vaguely poke at the middle of the POV. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take charge with a pop-up guard built on patented Microsoft(r) SmartScreen Technology http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ 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