RE: [hlcoders] poser parameters in a v_ model?

2005-09-07 Thread Maurino Berry

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.

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[hlcoders] New to Source and AI questions...

2005-09-07 Thread Matt
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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


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RE: [hlcoders] New to Source and AI questions...

2005-09-07 Thread Robin Walker
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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

--


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Re: [hlcoders] Model Surface Properties

2005-09-07 Thread Justin Krenz

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?

2005-09-07 Thread Adrian Finol
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.

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RE: [hlcoders] poser parameters in a v_ model?

2005-09-07 Thread Tim Holt
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.
 
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

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 SmartScreen Technology
 http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU
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   Start enjoying all the benefits of MSN(r) Premium right now and get
 the first two months FREE*.


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