Re: [hlcoders] console woes
did you try enabling it from the options menu? I think it's under controls->advanced or something... it's kind of a long shot though... - Original Message - From: "Adam Donovan" <[EMAIL PROTECTED]> To: Sent: Wednesday, January 17, 2007 11:12 PM Subject: [hlcoders] console woes I am trying to help someone I code with figure out why the console in our mod and in hl2 or any Valve game is missing on one of our machines. I used a shortcut to try and get the console up at startup but it did not display at start up. I used -dev and -console..I also tried other combinations without effect. I checked to see that GameConfig in the sdk bin folder file was ok and I also looked to see if my mods config was ok. I tried to refresh the sdk content and replace the gameconfig files...but still no console anyone come across this before? I am at a loss to what else it would be thanks Adam Donovan http://www.adamdonovan.net/ _ Join the millions of Australians using Live Search. Try live.com.au http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=740&referral=million&URL=http://live.com.au ___ 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
[hlcoders] console woes
I am trying to help someone I code with figure out why the console in our mod and in hl2 or any Valve game is missing on one of our machines. I used a shortcut to try and get the console up at startup but it did not display at start up. I used -dev and -console..I also tried other combinations without effect. I checked to see that GameConfig in the sdk bin folder file was ok and I also looked to see if my mods config was ok. I tried to refresh the sdk content and replace the gameconfig files...but still no console anyone come across this before? I am at a loss to what else it would be thanks Adam Donovan http://www.adamdonovan.net/ _ Join the millions of Australians using Live Search. Try live.com.au http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=740&referral=million&URL=http://live.com.au ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Player HULL vs HIT BOXES
That looks correct - so most likely the player's hitbox code isn't getting called or the hitbox test is failing for some reason. There's another debug command called cast_ray that visualizes traces. I'd probably put a breakpoint in there and use it to cast a ray that should hit but misses and then try to step through the player collision code at that point using breakpoints. If the player's testhitboxes is not being called for some reason you can always force it by adding FSOLID_CUSTOMRAYTEST on the players. Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Niclas > Sent: Wednesday, January 17, 2007 2:32 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Re: Player HULL vs HIT BOXES > > -- > [ Picked text/plain from multipart/alternative ] > Jay: "Is the absbox correctly surrounding the hitboxes?" > > http://img.photobucket.com/albums/v485/Nic2/gr_hightown0004.jpg > this is what the Ent_absbox and Sv_showhitboxes is showing me. > > To answer Jay's question I would say yes. :P > > http://img.photobucket.com/albums/v485/Nic2/gr_hightown.jpg > this is what the Ent_bbox shows. (The big green here is the > Ent_absbox). > > And to Teddy, I did add the function call at the end of Spawn(). > > But the fact remain, I can still shoot through the upper part > of the player. > > > Nic2 > > > > Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES > Date: Tue, 16 Jan 2007 18:18:37 -0800 > From: "Jay Stelly" <[EMAIL PROTECTED]> > To: > Reply-To: hlcoders@list.valvesoftware.com > > That sounds right. Use third person and the visualization > code to check > it: > > thirdperson > Ent_bbox player (this will show you the bbox/collision hull) > Ent_absbox player (this will show you the surrounding bounds) > > Sv_showhitboxes 1 (this will visualize the hitboxes) > > Is the absbox correctly surrounding the hitboxes? > > Jay > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Niclas > > Sent: Tuesday, January 16, 2007 6:03 PM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] RE: Player HULL vs HIT BOXES > > > > -- > > [ Picked text/plain from multipart/alternative ] I still > cant get it > > to work. > > I put: > > CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); > at top of > > the CHL2_Player::Spawn() function. > > And in CHL2_Player::TestHitboxes(...) all I have is this line: > > return BaseClass::TestHitboxes( ray, fContentsMask, tr ); (that was > > checked with this line before: > > if( g_pGameRules->IsMultiplayer() ) > > ) > > > > What am I doing wrong? > > > > Maybe I should add that one of my > > player classes is using a different HULL and view vectors than the > > rest of the classes that uses the normal HL2 ones. > > > > > > Nic2 > > > > > > > > >Message: 2 > > >Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES > > >Date: Thu, 11 Jan 2007 13:18:30 -0800 > > >From: "Jay Stelly" <[EMAIL PROTECTED]> > > >To: > > >Reply-To: hlcoders@list.valvesoftware.com > > > > > >You should put it in Spawn(). > > > > > >Also, if you're using the hl2_player code as your base > player class > > >then you'll need to make sure you are using the > multiplayer/default > > >implementation in CHL2_Player::TestHitboxes. The single > player HL2 > > >code hooks this to use a hull-sized cylinder instead of hitboxes. > > > > > >Jay > -- > > ___ > 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] Player HULL vs HIT BOXES
Players touching triggers through thin doors is a bug. It will be fixed a future version of the engine, but that's not going to help you now. The important thing to know is the SolidMoved() is using surrounding bounds to intersect with triggers rather than the bbox for SOLID_BBOX objects like the player. You could do a bbox vs. trigger test in the game DLL to fix it when the engine calls back to mark the ents as touching and one is a FSOLID_TRIGGER and the other is SOLID_BBOX. A hacky workaround would be switching to USE_SPECIFIED_BOUNDS or USE_GAME_CODE just before the call to engine->SolidMoved() when the solid entity moving is a player and then switching back to hitbox after. The second issue is supposed to happen though - I mean either you want it to hit the hitboxes outside the hull or you don't. If you only want to hit them when they aren't protruding through some geometry you'll have to add some kind of code to detect that condition and account for it. As a heuristic you could trace a ray back from the impact point to the center of the player (ignoring the player) and make sure it makes it and filter out the hit if it doesn't... Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy > Sent: Wednesday, January 17, 2007 8:35 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Player HULL vs HIT BOXES > > Some major issues have appeared as a result of this change, > I've had to revert it unfortunately. Players were able to > touch triggers through thin doors, and get shot if any part > of their model was protruding through a brush/prop/etc. > > I looked into setting the surrounding bounds before any > weapons ray trace runs, but this eats up alot of CPU time, > and doesn't work with projectile weapons anyways.. > > So the only solution I've got now is to modify all the player > model animations so they don't stray outside the movement > collision bounds, > -or- increase the size of the movement collision bounds. Our > mappers will kill me if i do that (especially this close to > release)!!! > > Anyone got any advice or a workaround for this problem? > > Cheers, > Teddy > > On 1/17/07, Teddy <[EMAIL PROTECTED]> wrote: > > Thanks Jay, > > > > I did some measuring, and it had very little impact on > performance. It > > turns out, near misses are pretty frequent (must be those 30 > > raytrace/sec weapons)! > > > > Nic2: > > > > Try putting the call to SetSurroundingBoundsType at the end of the > > spawn function, just in case something in the baseclass is > overriding > > it > > > > > > -Teddy > > > > On 1/16/07, Jay Stelly <[EMAIL PROTECTED]> wrote: > > > I tried to answer this in the wiki page: > > > > > > "USE_SPECIFIED_BOUNDS could also be used to solve this problem by > > > specifying a constant box that is always larger than the space > > > occupied by hitboxes in any animation. As a tradeoff, > this will be > > > cheaper than USE_HITBOXES as the player animates and > moves, but more > > > a conservative boundary resulting in more hitbox queries > happening > > > against ray tests that miss. The highest performance method will > > > depend on the mod's number of players moving vs. number > of ray/box > > > traces computed against players (and how many of those > queries actually miss)." > > > > > > It really depends on several variables (like how many > rays are near > > > misses, the number of hitboxes and the complexity of the player > > > skeleton). The only way to determine "exactly how much" is to > > > measure it in your mod. HL2 uses this method for > striders' bounds > > > so it's not insanely expensive or anything, just more > expensive when > > > you have only a few ray traces nearly missing players in > a frame. > > > It may be less expensive if you have a enough rays being > rejected as > > > a result or less expensive if the animation of the player varies > > > enough to require a large enough USE_SPECIFIED_BOX. > > > > > > Jay > > > > > > > > > > > > > -Original Message- > > > > From: [EMAIL PROTECTED] > > > > [mailto:[EMAIL PROTECTED] On > Behalf Of Teddy > > > > Sent: Monday, January 15, 2007 7:29 PM > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] Player HULL vs HIT BOXES > > > > > > > > Exactly how much more load does USE_HITBOXES put on the server, > > > > say for a 16 player with a similar amout of raycasts as > > > > counterstrike (for example)? > > > > > > > > I've found it gives much more accurate reg on player's > > > > extremities, but i wonder at what cost? Would it be cheaper to > > > > make an exagerated bbox using USE_SPECIFIED_BOUNDS (considering > > > > all the extra ray casts that may collide)? > > > > > > > > On 1/11/07, Jay Stelly <[EMAIL PROTECTED]> wrote: > > > > > Hitboxes are only tested when the ray/box trace > intersects the > > > > > surrounding bounds of the entity. For players the > > > > surrounding bounds > > > > > are simply the collision hu
Re: [hlcoders] Player HULL vs HIT BOXES
Some major issues have appeared as a result of this change, I've had to revert it unfortunately. Players were able to touch triggers through thin doors, and get shot if any part of their model was protruding through a brush/prop/etc. I looked into setting the surrounding bounds before any weapons ray trace runs, but this eats up alot of CPU time, and doesn't work with projectile weapons anyways.. So the only solution I've got now is to modify all the player model animations so they don't stray outside the movement collision bounds, -or- increase the size of the movement collision bounds. Our mappers will kill me if i do that (especially this close to release)!!! Anyone got any advice or a workaround for this problem? Cheers, Teddy On 1/17/07, Teddy <[EMAIL PROTECTED]> wrote: Thanks Jay, I did some measuring, and it had very little impact on performance. It turns out, near misses are pretty frequent (must be those 30 raytrace/sec weapons)! Nic2: Try putting the call to SetSurroundingBoundsType at the end of the spawn function, just in case something in the baseclass is overriding it -Teddy On 1/16/07, Jay Stelly <[EMAIL PROTECTED]> wrote: > I tried to answer this in the wiki page: > > "USE_SPECIFIED_BOUNDS could also be used to solve this problem by > specifying a constant box that is always larger than the space occupied > by hitboxes in any animation. As a tradeoff, this will be cheaper than > USE_HITBOXES as the player animates and moves, but more a conservative > boundary resulting in more hitbox queries happening against ray tests > that miss. The highest performance method will depend on the mod's > number of players moving vs. number of ray/box traces computed against > players (and how many of those queries actually miss)." > > It really depends on several variables (like how many rays are near > misses, the number of hitboxes and the complexity of the player > skeleton). The only way to determine "exactly how much" is to measure > it in your mod. HL2 uses this method for striders' bounds so it's not > insanely expensive or anything, just more expensive when you have only a > few ray traces nearly missing players in a frame. It may be less > expensive if you have a enough rays being rejected as a result or less > expensive if the animation of the player varies enough to require a > large enough USE_SPECIFIED_BOX. > > Jay > > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy > > Sent: Monday, January 15, 2007 7:29 PM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Player HULL vs HIT BOXES > > > > Exactly how much more load does USE_HITBOXES put on the > > server, say for a 16 player with a similar amout of raycasts > > as counterstrike (for example)? > > > > I've found it gives much more accurate reg on player's > > extremities, but i wonder at what cost? Would it be cheaper > > to make an exagerated bbox using USE_SPECIFIED_BOUNDS > > (considering all the extra ray casts that may collide)? > > > > On 1/11/07, Jay Stelly <[EMAIL PROTECTED]> wrote: > > > Hitboxes are only tested when the ray/box trace intersects the > > > surrounding bounds of the entity. For players the > > surrounding bounds > > > are simply the collision hull in world space. In your case > > that won't > > > work so you'll need to modify the surrounding bounds. I > > just wrote a > > > page on the wiki that should answer your question: > > > > > > http://developer.valvesoftware.com/wiki/CollisionProperty > > > > > > Jay > > > > > > > > > > -Original Message- > > > > From: [EMAIL PROTECTED] > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Minh > > > > Sent: Wednesday, January 10, 2007 11:01 AM > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] Player HULL vs HIT BOXES > > > > > > > > I believe any hitbox that lies outside of the player's > > hull cannot > > > > be hit. I am pretty sure you must keep your hitboxes > > inside of the > > > > hull. So you cannot make your hull too small or else the > > traceline > > > > will not detect the hitbox. > > > > > > > > > > > > - Original Message - > > > > From: "Niclas" <[EMAIL PROTECTED]> > > > > To: > > > > Sent: Wednesday, January 10, 2007 2:44 AM > > > > Subject: [hlcoders] Player HULL vs HIT BOXES > > > > > > > > > > > > > -- > > > > > [ Picked text/plain from multipart/alternative ] I changed > > > > the player > > > > > hull and view to very low and now it seems like I cant hit > > > > the model > > > > > over that hull (projectiles go right through) even > > though that the > > > > > hitboxes cover the whole model (custom model). > > > > > > > > > > > > > > > - Nic2 > > > > > -- > > > > > > > > > > ___ > > > > > To unsubscribe, edit your list preferences, or view the > > > > list archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > >
[hlcoders] Re: Player HULL vs HIT BOXES
-- [ Picked text/plain from multipart/alternative ] Jay: "Is the absbox correctly surrounding the hitboxes?" http://img.photobucket.com/albums/v485/Nic2/gr_hightown0004.jpg this is what the Ent_absbox and Sv_showhitboxes is showing me. To answer Jay's question I would say yes. :P http://img.photobucket.com/albums/v485/Nic2/gr_hightown.jpg this is what the Ent_bbox shows. (The big green here is the Ent_absbox). And to Teddy, I did add the function call at the end of Spawn(). But the fact remain, I can still shoot through the upper part of the player. Nic2 Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES Date: Tue, 16 Jan 2007 18:18:37 -0800 From: "Jay Stelly" <[EMAIL PROTECTED]> To: Reply-To: hlcoders@list.valvesoftware.com That sounds right. Use third person and the visualization code to check it: thirdperson Ent_bbox player (this will show you the bbox/collision hull) Ent_absbox player (this will show you the surrounding bounds) Sv_showhitboxes 1 (this will visualize the hitboxes) Is the absbox correctly surrounding the hitboxes? Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Niclas > Sent: Tuesday, January 16, 2007 6:03 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] RE: Player HULL vs HIT BOXES > > -- > [ Picked text/plain from multipart/alternative ] I still cant > get it to work. > I put: > CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); at > top of the CHL2_Player::Spawn() function. > And in CHL2_Player::TestHitboxes(...) all I have is this line: > return BaseClass::TestHitboxes( ray, fContentsMask, tr ); > (that was checked with this line before: > if( g_pGameRules->IsMultiplayer() ) > ) > > What am I doing wrong? > > Maybe I should add that one of my > player classes is using a different HULL and view vectors > than the rest of the classes that uses the normal HL2 ones. > > > Nic2 > > > > >Message: 2 > >Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES > >Date: Thu, 11 Jan 2007 13:18:30 -0800 > >From: "Jay Stelly" <[EMAIL PROTECTED]> > >To: > >Reply-To: hlcoders@list.valvesoftware.com > > > >You should put it in Spawn(). > > > >Also, if you're using the hl2_player code as your base player class > >then you'll need to make sure you are using the multiplayer/default > >implementation in CHL2_Player::TestHitboxes. The single player HL2 > >code hooks this to use a hull-sized cylinder instead of hitboxes. > > > >Jay -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How do I get a QAngle from a Vector?
ah thanks, geez.. how'd i miss that :( - Original Message - From: "Jay Stelly" <[EMAIL PROTECTED]> To: Sent: Wednesday, January 17, 2007 2:16 PM Subject: RE: [hlcoders] How do I get a QAngle from a Vector? It's called VectorAngles() Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 17, 2007 2:08 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How do I get a QAngle from a Vector? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there a function that will take in a normalized vector and return a QAngle? I guess what I'm looking for is the opposite of the ever-popular "AngleVectors" function. I seem to recall in the old HL1 engine, there was a function called Vector2Angles, but I can't seem to find the equivalent in the Source engine. -- ___ 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
RE: [hlcoders] How do I get a QAngle from a Vector?
It's called VectorAngles() Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Minh > Sent: Wednesday, January 17, 2007 2:08 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] How do I get a QAngle from a Vector? > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Is there a function that will take in a normalized vector > and return a QAngle? > I guess what I'm looking for is the opposite of the > ever-popular "AngleVectors" function. I seem to recall in the > old HL1 engine, there was a function called Vector2Angles, > but I can't seem to find the equivalent in the Source engine. > > > -- > > > ___ > 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] How do I get a QAngle from a Vector?
-- [ Picked text/plain from multipart/alternative ] VectorAngles does what you want. VectorAngles( vector, angle ); angle will be whats byref'd On 1/17/07, Minh <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Is there a function that will take in a normalized vector and return a > QAngle? > I guess what I'm looking for is the opposite of the ever-popular > "AngleVectors" function. I seem to recall in the old HL1 engine, there was a > function called Vector2Angles, but I can't seem to find the equivalent in > the Source engine. > > > -- > > > ___ > 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
[hlcoders] How do I get a QAngle from a Vector?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there a function that will take in a normalized vector and return a QAngle? I guess what I'm looking for is the opposite of the ever-popular "AngleVectors" function. I seem to recall in the old HL1 engine, there was a function called Vector2Angles, but I can't seem to find the equivalent in the Source engine. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] cubemaps and entities
-- [ Picked text/plain from multipart/alternative ] Has anyone tried, or does anybody know if there is a way to make certain entities render while cubemaps are being created? i have some dynamic props that i want to render; but no matter what i try, doesn't seem to work. i put in some code to disable pvs and set flags on certain clientrenderables that are in a certain folder (did it that way just so i can be sure that everything i want to always render during cubemaps gets added), which bypasses all the occlusion checks, which should theoretically allow them to always render. However, while building cubemaps, they still don't draw. i _think_ they're still in the renderable list, but i haven't figured out how to check if they're still in the renderable list or not, yet. anyone have any idea's? i guess i would also like to know if something in the engine is overriding drawing of non brush (or prop_static) archetecture. if that's the case, i guess there's nothing i can do, is there? -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Thank you all so much for your help; I managed to fix that Alpha Transparency Problem - it kept getting lost in file conversion. But again; thanks so much! :D From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) Date: Wed, 17 Jan 2007 15:48:05 -0500 -- [ Picked text/plain from multipart/alternative ] did you get it okay? :) On 1/17/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > It was faster for me to have you guys e-mail it to me than it would be for > me to look for it in the HL1 Source part of our tree. :) > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard > Sent: Wednesday, January 17, 2007 11:11 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > -- > [ Picked text/plain from multipart/alternative ] You don't have access to > that stuff at Valve :o? > > /ProZak > > On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > > > E-mail it to me as well. I'll add it to Source SDK base so that > > distribution of this won't be a problem for you going forward. > > > > -Mike > > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto: > > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö > > Sent: Wednesday, January 17, 2007 9:55 AM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > > > That would be really helpfull Omega; I don't think Valve would care > > about licencing when it comes to a file of a few bytes like this one. > > > > Send it as an attatchment diectly to my email or something? > > > > Thanks! :D > > > > > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > > >Reply-To: hlcoders@list.valvesoftware.com > > >To: hlcoders@list.valvesoftware.com > > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > >Date: Wed, 17 Jan 2007 12:35:39 -0500 > > > > > >-- > > >[ Picked text/plain from multipart/alternative ] it appears as though > > >it's only inside half-life source.gcf. > > > > > >i guess because nothing besides hl1source uses it ;) > > > > > >hrm, if it's okay to upload it, i can extract it. i dunno how the > > >licensing works for hl2 now. > > > > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > > > > > Okay I copied particle_sphere can called it "particledefault" and > > > > the blood now shows up in game as white/light-aqua spheres. > > > > > > > > If anyone has the original "particledefault" file or has anyidea > > > > what it is meant to look like can they upload/tell me? > > > > > > > > Thanks! > > > > > > > > > > >-- > > > > > >___ > > >To unsubscribe, edit your list preferences, or view the list > > >archives, please visit: > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _ > > FREE pop-up blocking with the new MSN Toolbar - get it now! > > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > > > > ___ > > 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/hlcoders > > -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] did you get it okay? :) On 1/17/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > It was faster for me to have you guys e-mail it to me than it would be for > me to look for it in the HL1 Source part of our tree. :) > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard > Sent: Wednesday, January 17, 2007 11:11 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > -- > [ Picked text/plain from multipart/alternative ] You don't have access to > that stuff at Valve :o? > > /ProZak > > On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > > > E-mail it to me as well. I'll add it to Source SDK base so that > > distribution of this won't be a problem for you going forward. > > > > -Mike > > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto: > > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö > > Sent: Wednesday, January 17, 2007 9:55 AM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > > > That would be really helpfull Omega; I don't think Valve would care > > about licencing when it comes to a file of a few bytes like this one. > > > > Send it as an attatchment diectly to my email or something? > > > > Thanks! :D > > > > > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > > >Reply-To: hlcoders@list.valvesoftware.com > > >To: hlcoders@list.valvesoftware.com > > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > >Date: Wed, 17 Jan 2007 12:35:39 -0500 > > > > > >-- > > >[ Picked text/plain from multipart/alternative ] it appears as though > > >it's only inside half-life source.gcf. > > > > > >i guess because nothing besides hl1source uses it ;) > > > > > >hrm, if it's okay to upload it, i can extract it. i dunno how the > > >licensing works for hl2 now. > > > > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > > > > > Okay I copied particle_sphere can called it "particledefault" and > > > > the blood now shows up in game as white/light-aqua spheres. > > > > > > > > If anyone has the original "particledefault" file or has anyidea > > > > what it is meant to look like can they upload/tell me? > > > > > > > > Thanks! > > > > > > > > > > >-- > > > > > >___ > > >To unsubscribe, edit your list preferences, or view the list > > >archives, please visit: > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _ > > FREE pop-up blocking with the new MSN Toolbar - get it now! > > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > > > > ___ > > 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/hlcoders > > -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
It was faster for me to have you guys e-mail it to me than it would be for me to look for it in the HL1 Source part of our tree. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Wednesday, January 17, 2007 11:11 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) -- [ Picked text/plain from multipart/alternative ] You don't have access to that stuff at Valve :o? /ProZak On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > E-mail it to me as well. I'll add it to Source SDK base so that > distribution of this won't be a problem for you going forward. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö > Sent: Wednesday, January 17, 2007 9:55 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > That would be really helpfull Omega; I don't think Valve would care > about licencing when it comes to a file of a few bytes like this one. > > Send it as an attatchment diectly to my email or something? > > Thanks! :D > > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > >Reply-To: hlcoders@list.valvesoftware.com > >To: hlcoders@list.valvesoftware.com > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > >Date: Wed, 17 Jan 2007 12:35:39 -0500 > > > >-- > >[ Picked text/plain from multipart/alternative ] it appears as though > >it's only inside half-life source.gcf. > > > >i guess because nothing besides hl1source uses it ;) > > > >hrm, if it's okay to upload it, i can extract it. i dunno how the > >licensing works for hl2 now. > > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > > > Okay I copied particle_sphere can called it "particledefault" and > > > the blood now shows up in game as white/light-aqua spheres. > > > > > > If anyone has the original "particledefault" file or has anyidea > > > what it is meant to look like can they upload/tell me? > > > > > > Thanks! > > > > > > > >-- > > > >___ > >To unsubscribe, edit your list preferences, or view the list > >archives, please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _ > FREE pop-up blocking with the new MSN Toolbar - get it now! > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > ___ > 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/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] check the vmt for $translucent, and make sure teh image has an alpha channel On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > Strange; everytime I compile a new Particle using VTFEdit the black around > the Particle is visible in game. Even if I rename a blood VTF from > "Effects/". > > Any ideas? > > > >From: "Ben Everett" <[EMAIL PROTECTED]> > >Reply-To: hlcoders@list.valvesoftware.com > >To: > >Subject: RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > >Date: Wed, 17 Jan 2007 13:40:21 -0600 > > > >Of course not, they are locked in glass boxes (with breathing holes) w/ a > >OC-3 piped directly into their brain. They are in glass boxes so the > >management and artists can poke 'em w/ sticks :D > > > >-Original Message- > >From: [EMAIL PROTECTED] > >[mailto:[EMAIL PROTECTED] On Behalf Of Tobias > >Kammersgaard > >Sent: Wednesday, January 17, 2007 1:11 PM > >To: hlcoders@list.valvesoftware.com > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > > >-- > >[ Picked text/plain from multipart/alternative ] > >You don't have access to that stuff at Valve :o? > > > >/ProZak > > > >On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > > > > > E-mail it to me as well. I'll add it to Source SDK base so that > > > distribution of this won't be a problem for you going forward. > > > > > > -Mike > > > > > > -Original Message- > > > From: [EMAIL PROTECTED] [mailto: > > > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö > > > Sent: Wednesday, January 17, 2007 9:55 AM > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > > > > > That would be really helpfull Omega; I don't think Valve would care > >about > > > licencing when it comes to a file of a few bytes like this one. > > > > > > Send it as an attatchment diectly to my email or something? > > > > > > Thanks! :D > > > > > > > > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > > > >Reply-To: hlcoders@list.valvesoftware.com > > > >To: hlcoders@list.valvesoftware.com > > > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > > >Date: Wed, 17 Jan 2007 12:35:39 -0500 > > > > > > > >-- > > > >[ Picked text/plain from multipart/alternative ] it appears as though > > > >it's only inside half-life source.gcf. > > > > > > > >i guess because nothing besides hl1source uses it ;) > > > > > > > >hrm, if it's okay to upload it, i can extract it. i dunno how the > > > >licensing works for hl2 now. > > > > > > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > > > > > > > Okay I copied particle_sphere can called it "particledefault" and > > > > > the blood now shows up in game as white/light-aqua spheres. > > > > > > > > > > If anyone has the original "particledefault" file or has anyidea > > > > > what it is meant to look like can they upload/tell me? > > > > > > > > > > Thanks! > > > > > > > > > > > > > >-- > > > > > > > >___ > > > >To unsubscribe, edit your list preferences, or view the list > archives, > > > >please visit: > > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _ > > > FREE pop-up blocking with the new MSN Toolbar - get it now! > > > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > > > > > > > ___ > > > 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/hlcoders > > > > _ > Don't just search. Find. Check out the new MSN Search! > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Strange; everytime I compile a new Particle using VTFEdit the black around the Particle is visible in game. Even if I rename a blood VTF from "Effects/". Any ideas? From: "Ben Everett" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: Subject: RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) Date: Wed, 17 Jan 2007 13:40:21 -0600 Of course not, they are locked in glass boxes (with breathing holes) w/ a OC-3 piped directly into their brain. They are in glass boxes so the management and artists can poke 'em w/ sticks :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Wednesday, January 17, 2007 1:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) -- [ Picked text/plain from multipart/alternative ] You don't have access to that stuff at Valve :o? /ProZak On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > E-mail it to me as well. I'll add it to Source SDK base so that > distribution of this won't be a problem for you going forward. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö > Sent: Wednesday, January 17, 2007 9:55 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > That would be really helpfull Omega; I don't think Valve would care about > licencing when it comes to a file of a few bytes like this one. > > Send it as an attatchment diectly to my email or something? > > Thanks! :D > > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > >Reply-To: hlcoders@list.valvesoftware.com > >To: hlcoders@list.valvesoftware.com > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > >Date: Wed, 17 Jan 2007 12:35:39 -0500 > > > >-- > >[ Picked text/plain from multipart/alternative ] it appears as though > >it's only inside half-life source.gcf. > > > >i guess because nothing besides hl1source uses it ;) > > > >hrm, if it's okay to upload it, i can extract it. i dunno how the > >licensing works for hl2 now. > > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > > > Okay I copied particle_sphere can called it "particledefault" and > > > the blood now shows up in game as white/light-aqua spheres. > > > > > > If anyone has the original "particledefault" file or has anyidea > > > what it is meant to look like can they upload/tell me? > > > > > > Thanks! > > > > > > > >-- > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _ > FREE pop-up blocking with the new MSN Toolbar - get it now! > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > ___ > 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/hlcoders _ Don't just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
You know for a second here, I thought I was in the hl2world.com forums.. :) - Original Message - From: "Nate Nichols" <[EMAIL PROTECTED]> To: Sent: Wednesday, January 17, 2007 9:53 AM Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) Jay, A wise man once said "If you have nothing nice to say, dont say anything at all." That wise person was you, on October 2, 2006, and it remains good advice. Best, Nate On 17/01/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] it appears as though it's only inside half-life source.gcf. i guess because nothing besides hl1source uses it ;) hrm, if it's okay to upload it, i can extract it. i dunno how the licensing works for hl2 now. On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > Okay I copied particle_sphere can called it "particledefault" and the > blood > now shows up in game as white/light-aqua spheres. > > If anyone has the original "particledefault" file or has anyidea what it > is > meant to look like can they upload/tell me? > > Thanks! > > -- ___ 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
RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Of course not, they are locked in glass boxes (with breathing holes) w/ a OC-3 piped directly into their brain. They are in glass boxes so the management and artists can poke 'em w/ sticks :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Wednesday, January 17, 2007 1:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) -- [ Picked text/plain from multipart/alternative ] You don't have access to that stuff at Valve :o? /ProZak On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > E-mail it to me as well. I'll add it to Source SDK base so that > distribution of this won't be a problem for you going forward. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö > Sent: Wednesday, January 17, 2007 9:55 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > That would be really helpfull Omega; I don't think Valve would care about > licencing when it comes to a file of a few bytes like this one. > > Send it as an attatchment diectly to my email or something? > > Thanks! :D > > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > >Reply-To: hlcoders@list.valvesoftware.com > >To: hlcoders@list.valvesoftware.com > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > >Date: Wed, 17 Jan 2007 12:35:39 -0500 > > > >-- > >[ Picked text/plain from multipart/alternative ] it appears as though > >it's only inside half-life source.gcf. > > > >i guess because nothing besides hl1source uses it ;) > > > >hrm, if it's okay to upload it, i can extract it. i dunno how the > >licensing works for hl2 now. > > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > > > Okay I copied particle_sphere can called it "particledefault" and > > > the blood now shows up in game as white/light-aqua spheres. > > > > > > If anyone has the original "particledefault" file or has anyidea > > > what it is meant to look like can they upload/tell me? > > > > > > Thanks! > > > > > > > >-- > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _ > FREE pop-up blocking with the new MSN Toolbar - get it now! > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > ___ > 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/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] You don't have access to that stuff at Valve :o? /ProZak On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > E-mail it to me as well. I'll add it to Source SDK base so that > distribution of this won't be a problem for you going forward. > > -Mike > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö > Sent: Wednesday, January 17, 2007 9:55 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > > That would be really helpfull Omega; I don't think Valve would care about > licencing when it comes to a file of a few bytes like this one. > > Send it as an attatchment diectly to my email or something? > > Thanks! :D > > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> > >Reply-To: hlcoders@list.valvesoftware.com > >To: hlcoders@list.valvesoftware.com > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) > >Date: Wed, 17 Jan 2007 12:35:39 -0500 > > > >-- > >[ Picked text/plain from multipart/alternative ] it appears as though > >it's only inside half-life source.gcf. > > > >i guess because nothing besides hl1source uses it ;) > > > >hrm, if it's okay to upload it, i can extract it. i dunno how the > >licensing works for hl2 now. > > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > > > Okay I copied particle_sphere can called it "particledefault" and > > > the blood now shows up in game as white/light-aqua spheres. > > > > > > If anyone has the original "particledefault" file or has anyidea > > > what it is meant to look like can they upload/tell me? > > > > > > Thanks! > > > > > > > >-- > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _ > FREE pop-up blocking with the new MSN Toolbar - get it now! > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > > > ___ > 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
RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
E-mail it to me as well. I'll add it to Source SDK base so that distribution of this won't be a problem for you going forward. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö Sent: Wednesday, January 17, 2007 9:55 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) That would be really helpfull Omega; I don't think Valve would care about licencing when it comes to a file of a few bytes like this one. Send it as an attatchment diectly to my email or something? Thanks! :D >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> >Reply-To: hlcoders@list.valvesoftware.com >To: hlcoders@list.valvesoftware.com >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) >Date: Wed, 17 Jan 2007 12:35:39 -0500 > >-- >[ Picked text/plain from multipart/alternative ] it appears as though >it's only inside half-life source.gcf. > >i guess because nothing besides hl1source uses it ;) > >hrm, if it's okay to upload it, i can extract it. i dunno how the >licensing works for hl2 now. > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > > > Okay I copied particle_sphere can called it "particledefault" and > > the blood now shows up in game as white/light-aqua spheres. > > > > If anyone has the original "particledefault" file or has anyidea > > what it is meant to look like can they upload/tell me? > > > > Thanks! > > > > >-- > >___ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ 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] UTIL_BloodStream (I mean STREAM) (No Texture)
That would be really helpfull Omega; I don't think Valve would care about licencing when it comes to a file of a few bytes like this one. Send it as an attatchment diectly to my email or something? Thanks! :D From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) Date: Wed, 17 Jan 2007 12:35:39 -0500 -- [ Picked text/plain from multipart/alternative ] it appears as though it's only inside half-life source.gcf. i guess because nothing besides hl1source uses it ;) hrm, if it's okay to upload it, i can extract it. i dunno how the licensing works for hl2 now. On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > Okay I copied particle_sphere can called it "particledefault" and the > blood > now shows up in game as white/light-aqua spheres. > > If anyone has the original "particledefault" file or has anyidea what it > is > meant to look like can they upload/tell me? > > Thanks! > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Jay, A wise man once said "If you have nothing nice to say, dont say anything at all." That wise person was you, on October 2, 2006, and it remains good advice. Best, Nate On 17/01/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] it appears as though it's only inside half-life source.gcf. i guess because nothing besides hl1source uses it ;) hrm, if it's okay to upload it, i can extract it. i dunno how the licensing works for hl2 now. On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > Okay I copied particle_sphere can called it "particledefault" and the > blood > now shows up in game as white/light-aqua spheres. > > If anyone has the original "particledefault" file or has anyidea what it > is > meant to look like can they upload/tell me? > > Thanks! > > -- ___ 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] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] it appears as though it's only inside half-life source.gcf. i guess because nothing besides hl1source uses it ;) hrm, if it's okay to upload it, i can extract it. i dunno how the licensing works for hl2 now. On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote: > > Okay I copied particle_sphere can called it "particledefault" and the > blood > now shows up in game as white/light-aqua spheres. > > If anyone has the original "particledefault" file or has anyidea what it > is > meant to look like can they upload/tell me? > > Thanks! > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Okay I copied particle_sphere can called it "particledefault" and the blood now shows up in game as white/light-aqua spheres. If anyone has the original "particledefault" file or has anyidea what it is meant to look like can they upload/tell me? Thanks! From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) Date: Wed, 17 Jan 2007 12:17:56 -0500 -- [ Picked text/plain from multipart/alternative ] ANYWAY. It's still most definitely a material issue. I was looking at the wrong one, but if you look at c_te_particlesystem.cpp you can see it still needs one. so if you're getting the no-texture texture, then look at this: if(m_MaterialHandle == INVALID_MATERIAL_HANDLE) { m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial("particle/particledefault"); } verify that you have particle/particledefault. when one of those particles is constructed, it sets the materialhandle to INVALID_MATERIAL_HANDLE. and then addparticle checks to change that to particle/particledefault. if particle/particledefault isn't there, it'll stay invalid. On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > oops, my bad. i read spray every single time ;x > > and stop being so rude. > > On 1/17/07, Jay Croghan <[EMAIL PROTECTED] > wrote: > > > > How about looking at the correct function; namely UTIL_BloodStream; > > and forget about the materials and functions pertaining to > > UTIL_BloodSpray, hows that sound? > > > > - Jay > > > > > > Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Also, if you look at FX_BloodSpray.. > > > > > > here's a material! > > > PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial( > > > "effects/blood_drop" ); > > > > > > and even further.. for FX_BLOODSPRAY_GORE > > > hMaterial = ParticleMgr()->GetPMaterial( > > "effects/blood_gore" ); > > > > > > and then for FX_BLOODSPRAY_CLOUD.. > > > > > > hMaterial = ParticleMgr()->GetPMaterial( > > "effects/blood_puff" ); > > > > > > > > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > >> > > >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex > > >> ("sprites/bloodspray.vmt"); // initial blood > > >> > > >> uhh yeah it does. > > >> > > >> > > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > >> > > > >> > Thanks LDuke, > > >> > > > >> > First off "Tony omega Sergi"; it's called "not having a god damn > > clue > > >> > before answering". > > >> > Secondly, if you had bothered your tiny mind to peek at the > > function > > >> > you would notice it doesn't reference anything to do with any > > >> > materials. Try again. > > >> > > > >> > - Jay > > >> > > > >> > > > >> > Quoting LDuke < [EMAIL PROTECTED]>: > > >> > > > >> > > -- > > >> > > [ Picked text/plain from multipart/alternative ] > > >> > > Which material might that be? > > >> > > > > >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf > > files, > > >> > I'm > > >> > > pretty sure there is no material that you're going to find in the > > gcf > > >> > files. > > >> > > > > >> > > > > >> > > > > >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote: > > >> > >> > > >> > >> -- > > >> > >> [ Picked text/plain from multipart/alternative ] > > >> > >> it's called materials missing that you need to extract from one > > of > > >> > the > > >> > >> gcf's.. > > >> > >> > > >> > >> > > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > >> > >> > > > >> > >> > This has been brought up before and no explanation has even > > been > > >> > >> offered. > > >> > >> > > > >> > >> > - Jay > > >> > >> > > > >> > >> > > > >> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > > >> > >> > > > >> > >> > > For some reason when I call UTIL_BloodStream; everything > > works > > >> > fine > > >> > >> but > > >> > >> > the > > >> > >> > > blood shows up as blocks of "unidentified" texture. > > >> > >> > > > > >> > >> > > Any one know why this might be happening or how I can fix > > it? > > >> > >> > > > > >> > >> > > Thanks > > >> > >> > > > > >> > >> > > > > _ > > >> > > > >> > >> > > Express yourself instantly with MSN Messenger! Download > > today > > >> > it's > > >> > >> FREE! > > >> > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > >> > >> > > > > >> > >> > > > > >> > >> > > ___ > > >> > >> > > 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 lis
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] ANYWAY. It's still most definitely a material issue. I was looking at the wrong one, but if you look at c_te_particlesystem.cpp you can see it still needs one. so if you're getting the no-texture texture, then look at this: if(m_MaterialHandle == INVALID_MATERIAL_HANDLE) { m_MaterialHandle = m_ParticleEffect.FindOrAddMaterial("particle/particledefault"); } verify that you have particle/particledefault. when one of those particles is constructed, it sets the materialhandle to INVALID_MATERIAL_HANDLE. and then addparticle checks to change that to particle/particledefault. if particle/particledefault isn't there, it'll stay invalid. On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > oops, my bad. i read spray every single time ;x > > and stop being so rude. > > On 1/17/07, Jay Croghan <[EMAIL PROTECTED] > wrote: > > > > How about looking at the correct function; namely UTIL_BloodStream; > > and forget about the materials and functions pertaining to > > UTIL_BloodSpray, hows that sound? > > > > - Jay > > > > > > Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Also, if you look at FX_BloodSpray.. > > > > > > here's a material! > > > PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial( > > > "effects/blood_drop" ); > > > > > > and even further.. for FX_BLOODSPRAY_GORE > > > hMaterial = ParticleMgr()->GetPMaterial( > > "effects/blood_gore" ); > > > > > > and then for FX_BLOODSPRAY_CLOUD.. > > > > > > hMaterial = ParticleMgr()->GetPMaterial( > > "effects/blood_puff" ); > > > > > > > > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > >> > > >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex > > >> ("sprites/bloodspray.vmt"); // initial blood > > >> > > >> uhh yeah it does. > > >> > > >> > > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > >> > > > >> > Thanks LDuke, > > >> > > > >> > First off "Tony omega Sergi"; it's called "not having a god damn > > clue > > >> > before answering". > > >> > Secondly, if you had bothered your tiny mind to peek at the > > function > > >> > you would notice it doesn't reference anything to do with any > > >> > materials. Try again. > > >> > > > >> > - Jay > > >> > > > >> > > > >> > Quoting LDuke < [EMAIL PROTECTED]>: > > >> > > > >> > > -- > > >> > > [ Picked text/plain from multipart/alternative ] > > >> > > Which material might that be? > > >> > > > > >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf > > files, > > >> > I'm > > >> > > pretty sure there is no material that you're going to find in the > > gcf > > >> > files. > > >> > > > > >> > > > > >> > > > > >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote: > > >> > >> > > >> > >> -- > > >> > >> [ Picked text/plain from multipart/alternative ] > > >> > >> it's called materials missing that you need to extract from one > > of > > >> > the > > >> > >> gcf's.. > > >> > >> > > >> > >> > > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > >> > >> > > > >> > >> > This has been brought up before and no explanation has even > > been > > >> > >> offered. > > >> > >> > > > >> > >> > - Jay > > >> > >> > > > >> > >> > > > >> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > > >> > >> > > > >> > >> > > For some reason when I call UTIL_BloodStream; everything > > works > > >> > fine > > >> > >> but > > >> > >> > the > > >> > >> > > blood shows up as blocks of "unidentified" texture. > > >> > >> > > > > >> > >> > > Any one know why this might be happening or how I can fix > > it? > > >> > >> > > > > >> > >> > > Thanks > > >> > >> > > > > >> > >> > > > > _ > > >> > > > >> > >> > > Express yourself instantly with MSN Messenger! Download > > today > > >> > it's > > >> > >> FREE! > > >> > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > >> > >> > > > > >> > >> > > > > >> > >> > > ___ > > >> > >> > > 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 > > >> > >> > > > >> > >> > > > >> > >> > > >> > >> > > >> > >> -- > > >> > >> -omega > > >> > >> -- > > >> > >> > > >> > >> ___ > > >> > >> To unsubscribe, edit your list preferences, or view the list > > >> > archives, > > >> > >> please visit: > > >> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > >> > > >>
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] oops, my bad. i read spray every single time ;x and stop being so rude. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > How about looking at the correct function; namely UTIL_BloodStream; > and forget about the materials and functions pertaining to > UTIL_BloodSpray, hows that sound? > > - Jay > > > Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Also, if you look at FX_BloodSpray.. > > > > here's a material! > > PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial( > > "effects/blood_drop" ); > > > > and even further.. for FX_BLOODSPRAY_GORE > > hMaterial = ParticleMgr()->GetPMaterial( > "effects/blood_gore" ); > > > > and then for FX_BLOODSPRAY_CLOUD.. > > > > hMaterial = ParticleMgr()->GetPMaterial( > "effects/blood_puff" ); > > > > > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > >> > >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex > >> ("sprites/bloodspray.vmt"); // initial blood > >> > >> uhh yeah it does. > >> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > >> > > >> > Thanks LDuke, > >> > > >> > First off "Tony omega Sergi"; it's called "not having a god damn clue > >> > before answering". > >> > Secondly, if you had bothered your tiny mind to peek at the function > >> > you would notice it doesn't reference anything to do with any > >> > materials. Try again. > >> > > >> > - Jay > >> > > >> > > >> > Quoting LDuke <[EMAIL PROTECTED]>: > >> > > >> > > -- > >> > > [ Picked text/plain from multipart/alternative ] > >> > > Which material might that be? > >> > > > >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf > files, > >> > I'm > >> > > pretty sure there is no material that you're going to find in the > gcf > >> > files. > >> > > > >> > > > >> > > > >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote: > >> > >> > >> > >> -- > >> > >> [ Picked text/plain from multipart/alternative ] > >> > >> it's called materials missing that you need to extract from one of > >> > the > >> > >> gcf's.. > >> > >> > >> > >> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > >> > >> > > >> > >> > This has been brought up before and no explanation has even been > >> > >> offered. > >> > >> > > >> > >> > - Jay > >> > >> > > >> > >> > > >> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > >> > >> > > >> > >> > > For some reason when I call UTIL_BloodStream; everything works > >> > fine > >> > >> but > >> > >> > the > >> > >> > > blood shows up as blocks of "unidentified" texture. > >> > >> > > > >> > >> > > Any one know why this might be happening or how I can fix it? > >> > >> > > > >> > >> > > Thanks > >> > >> > > > >> > >> > > > _ > >> > > >> > >> > > Express yourself instantly with MSN Messenger! Download today > >> > it's > >> > >> FREE! > >> > >> > > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > >> > >> > > > >> > >> > > > >> > >> > > ___ > >> > >> > > 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 > >> > >> > > >> > >> > > >> > >> > >> > >> > >> > >> -- > >> > >> -omega > >> > >> -- > >> > >> > >> > >> ___ > >> > >> 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 > >> > > >> > > >> > >> > >> -- > >> -omega > >> > > > > > > > > -- > > -omega > > -- > > > > ___ > > 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 > > -- -o
RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Can't we all just get along? -Original Message- From: Jay Croghan [mailto:[EMAIL PROTECTED] Sent: Wednesday, January 17, 2007 12:10 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) How about looking at the correct function; namely UTIL_BloodStream; and forget about the materials and functions pertaining to UTIL_BloodSpray, hows that sound? - Jay Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>: > -- > [ Picked text/plain from multipart/alternative ] > Also, if you look at FX_BloodSpray.. > > here's a material! > PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial( > "effects/blood_drop" ); > > and even further.. for FX_BLOODSPRAY_GORE > hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); > > and then for FX_BLOODSPRAY_CLOUD.. > > hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" ); > > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: >> >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex >> ("sprites/bloodspray.vmt"); // initial blood >> >> uhh yeah it does. >> >> >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: >> > >> > Thanks LDuke, >> > >> > First off "Tony omega Sergi"; it's called "not having a god damn clue >> > before answering". >> > Secondly, if you had bothered your tiny mind to peek at the function >> > you would notice it doesn't reference anything to do with any >> > materials. Try again. >> > >> > - Jay >> > >> > >> > Quoting LDuke <[EMAIL PROTECTED]>: >> > >> > > -- >> > > [ Picked text/plain from multipart/alternative ] >> > > Which material might that be? >> > > >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf files, >> > I'm >> > > pretty sure there is no material that you're going to find in the gcf >> > files. >> > > >> > > >> > > >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote: >> > >> >> > >> -- >> > >> [ Picked text/plain from multipart/alternative ] >> > >> it's called materials missing that you need to extract from one of >> > the >> > >> gcf's.. >> > >> >> > >> >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: >> > >> > >> > >> > This has been brought up before and no explanation has even been >> > >> offered. >> > >> > >> > >> > - Jay >> > >> > >> > >> > >> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: >> > >> > >> > >> > > For some reason when I call UTIL_BloodStream; everything works >> > fine >> > >> but >> > >> > the >> > >> > > blood shows up as blocks of "unidentified" texture. >> > >> > > >> > >> > > Any one know why this might be happening or how I can fix it? >> > >> > > >> > >> > > Thanks >> > >> > > >> > >> > > _ >> > >> > >> > > Express yourself instantly with MSN Messenger! Download today >> > it's >> > >> FREE! >> > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ >> > >> > > >> > >> > > >> > >> > > ___ >> > >> > > 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 >> > >> > >> > >> > >> > >> >> > >> >> > >> -- >> > >> -omega >> > >> -- >> > >> >> > >> ___ >> > >> 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 >> > >> > >> >> >> -- >> -omega >> > > > > -- > -omega > -- > > ___ > 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
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
How about looking at the correct function; namely UTIL_BloodStream; and forget about the materials and functions pertaining to UTIL_BloodSpray, hows that sound? - Jay Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] Also, if you look at FX_BloodSpray.. here's a material! PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" ); and even further.. for FX_BLOODSPRAY_GORE hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); and then for FX_BLOODSPRAY_CLOUD.. hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" ); On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood uhh yeah it does. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > Thanks LDuke, > > First off "Tony omega Sergi"; it's called "not having a god damn clue > before answering". > Secondly, if you had bothered your tiny mind to peek at the function > you would notice it doesn't reference anything to do with any > materials. Try again. > > - Jay > > > Quoting LDuke <[EMAIL PROTECTED]>: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Which material might that be? > > > > Since this doesn't work on CSS which uses both CSS and HL2 gcf files, > I'm > > pretty sure there is no material that you're going to find in the gcf > files. > > > > > > > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote: > >> > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> it's called materials missing that you need to extract from one of > the > >> gcf's.. > >> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > >> > > >> > This has been brought up before and no explanation has even been > >> offered. > >> > > >> > - Jay > >> > > >> > > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > >> > > >> > > For some reason when I call UTIL_BloodStream; everything works > fine > >> but > >> > the > >> > > blood shows up as blocks of "unidentified" texture. > >> > > > >> > > Any one know why this might be happening or how I can fix it? > >> > > > >> > > Thanks > >> > > > >> > > _ > > >> > > Express yourself instantly with MSN Messenger! Download today > it's > >> FREE! > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > >> > > > >> > > > >> > > ___ > >> > > 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 > >> > > >> > > >> > >> > >> -- > >> -omega > >> -- > >> > >> ___ > >> 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 > > -- -omega -- -omega -- ___ 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] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] Also, if you look at FX_BloodSpray.. here's a material! PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial( "effects/blood_drop" ); and even further.. for FX_BLOODSPRAY_GORE hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" ); and then for FX_BLOODSPRAY_CLOUD.. hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" ); On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > g_sModelIndexBloodSpray = modelinfo->GetModelIndex > ("sprites/bloodspray.vmt"); // initial blood > > uhh yeah it does. > > > On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > > > Thanks LDuke, > > > > First off "Tony omega Sergi"; it's called "not having a god damn clue > > before answering". > > Secondly, if you had bothered your tiny mind to peek at the function > > you would notice it doesn't reference anything to do with any > > materials. Try again. > > > > - Jay > > > > > > Quoting LDuke <[EMAIL PROTECTED]>: > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Which material might that be? > > > > > > Since this doesn't work on CSS which uses both CSS and HL2 gcf files, > > I'm > > > pretty sure there is no material that you're going to find in the gcf > > files. > > > > > > > > > > > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote: > > >> > > >> -- > > >> [ Picked text/plain from multipart/alternative ] > > >> it's called materials missing that you need to extract from one of > > the > > >> gcf's.. > > >> > > >> > > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > >> > > > >> > This has been brought up before and no explanation has even been > > >> offered. > > >> > > > >> > - Jay > > >> > > > >> > > > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > > >> > > > >> > > For some reason when I call UTIL_BloodStream; everything works > > fine > > >> but > > >> > the > > >> > > blood shows up as blocks of "unidentified" texture. > > >> > > > > >> > > Any one know why this might be happening or how I can fix it? > > >> > > > > >> > > Thanks > > >> > > > > >> > > _ > > > > >> > > Express yourself instantly with MSN Messenger! Download today > > it's > > >> FREE! > > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > >> > > > > >> > > > > >> > > ___ > > >> > > 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 > > >> > > > >> > > > >> > > >> > > >> -- > > >> -omega > > >> -- > > >> > > >> ___ > > >> 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 > > > > > > > -- > -omega > -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood uhh yeah it does. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > Thanks LDuke, > > First off "Tony omega Sergi"; it's called "not having a god damn clue > before answering". > Secondly, if you had bothered your tiny mind to peek at the function > you would notice it doesn't reference anything to do with any > materials. Try again. > > - Jay > > > Quoting LDuke <[EMAIL PROTECTED]>: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Which material might that be? > > > > Since this doesn't work on CSS which uses both CSS and HL2 gcf files, > I'm > > pretty sure there is no material that you're going to find in the gcf > files. > > > > > > > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > >> > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> it's called materials missing that you need to extract from one of the > >> gcf's.. > >> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > >> > > >> > This has been brought up before and no explanation has even been > >> offered. > >> > > >> > - Jay > >> > > >> > > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > >> > > >> > > For some reason when I call UTIL_BloodStream; everything works fine > >> but > >> > the > >> > > blood shows up as blocks of "unidentified" texture. > >> > > > >> > > Any one know why this might be happening or how I can fix it? > >> > > > >> > > Thanks > >> > > > >> > > _ > >> > > Express yourself instantly with MSN Messenger! Download today it's > >> FREE! > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > >> > > > >> > > > >> > > ___ > >> > > 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 > >> > > >> > > >> > >> > >> -- > >> -omega > >> -- > >> > >> ___ > >> 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 > > -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Thanks LDuke, First off "Tony omega Sergi"; it's called "not having a god damn clue before answering". Secondly, if you had bothered your tiny mind to peek at the function you would notice it doesn't reference anything to do with any materials. Try again. - Jay Quoting LDuke <[EMAIL PROTECTED]>: -- [ Picked text/plain from multipart/alternative ] Which material might that be? Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm pretty sure there is no material that you're going to find in the gcf files. On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] it's called materials missing that you need to extract from one of the gcf's.. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > This has been brought up before and no explanation has even been offered. > > - Jay > > > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > > > For some reason when I call UTIL_BloodStream; everything works fine but > the > > blood shows up as blocks of "unidentified" texture. > > > > Any one know why this might be happening or how I can fix it? > > > > Thanks > > > > _ > > Express yourself instantly with MSN Messenger! Download today it's FREE! > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > > > ___ > > 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 > > -- -omega -- ___ 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
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] Which material might that be? Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm pretty sure there is no material that you're going to find in the gcf files. On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > it's called materials missing that you need to extract from one of the > gcf's.. > > > On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > > > This has been brought up before and no explanation has even been > offered. > > > > - Jay > > > > > > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > > > > > For some reason when I call UTIL_BloodStream; everything works fine > but > > the > > > blood shows up as blocks of "unidentified" texture. > > > > > > Any one know why this might be happening or how I can fix it? > > > > > > Thanks > > > > > > _ > > > Express yourself instantly with MSN Messenger! Download today it's > FREE! > > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > > > > > > ___ > > > 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 > > > > > > > -- > -omega > -- > > ___ > 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] UTIL_BloodStream (I mean STREAM) (No Texture)
-- [ Picked text/plain from multipart/alternative ] it's called materials missing that you need to extract from one of the gcf's.. On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote: > > This has been brought up before and no explanation has even been offered. > > - Jay > > > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: > > > For some reason when I call UTIL_BloodStream; everything works fine but > the > > blood shows up as blocks of "unidentified" texture. > > > > Any one know why this might be happening or how I can fix it? > > > > Thanks > > > > _ > > Express yourself instantly with MSN Messenger! Download today it's FREE! > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > > > > ___ > > 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 > > -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
This has been brought up before and no explanation has even been offered. - Jay Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>: For some reason when I call UTIL_BloodStream; everything works fine but the blood shows up as blocks of "unidentified" texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ 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
[hlcoders] UTIL_BloodSpray (No Texture)
For some reason when I call UTIL_BloodSpray; everything works fine but the blood shows up as blocks of "unidentified" texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
For some reason when I call UTIL_BloodStream; everything works fine but the blood shows up as blocks of "unidentified" texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders