[hlcoders] Re: Re: how to enable swaying grass in a mod?
-- [ Picked text/plain from multipart/alternative ] I know how to set up the detail prop textures thats the easy part. Its just that the function itself is never present. i actually found a tutorial on doing it here http://www.interlopers.net/forum/viewtopic.php?t=17199sid=2cc9a95e7f0e638a61fb1d8c8a5ed949 but that does not seem to work either. ad Date: Fri, 24 Aug 2007 06:26:10 -0700 From: [EMAIL PROTECTED] Subject: hlcoders digest, Vol 1 #3214 - 2 msgs To: hlcoders@list.valvesoftware.com Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Re: how to enable swaying grass in a mod? (Adam Donovan) 2. Re: Re: how to enable swaying grass in a mod? (Tony omega Sergi) --__--__-- Message: 1 From: Adam Donovan [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Thu, 23 Aug 2007 19:15:09 + Subject: [hlcoders] Re: how to enable swaying grass in a mod? Reply-To: hlcoders@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] Firstly thanks Chris and Jed for replying to this. I have tried your sugge= stions but I=92m not really not getting anything in game. I still can=92t see the ConVar cl_detail_max_sway= in the console. I have set up my detail.vbsp to include sway and shape type but I am unable to see any= results they just look like my normal sprites. I made a page of the code on my web site if you ha= ve a chance to glance at it and offer any suggestions please. Maybe I am missing a step here like an= d fgd entry? I=92m at a bit off a loss. view the CDetailObjectSystem code here http://www.adamdonovan.net/hl2coding= .html _ Roast a Rock Star: watch video interviews with hot music acts http://ninemsn.com.au/share/redir/adTrack.asp?mode=3DclickclientID=3D809r= eferral=3DhotmailtaglineURL=3Dhttp://music.ninemsn.com.au/roastarockstar -- --__--__-- Message: 2 Date: Thu, 23 Aug 2007 15:54:49 -0400 From: Tony \omega\ Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: how to enable swaying grass in a mod? Reply-To: hlcoders@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] it's for detailsprites.vtf / detail.vbsp.. afaik. for surfaces that automatically have grass and other things placed on them. you have to set those up. On 8/23/07, Adam Donovan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Firstly thanks Chris and Jed for replying to this. I have tried your suggestions but I'm not really not getting anything in game. I still can't see the ConVar cl_detail_max_sway in the console. I have set up my detail.vbsp to include sway and shape type but I am unable to see any results they just look like my normal sprites. I made a page of the code on my web site if you have a chance to glance at it and offer any suggestions please. Maybe I am missing a step here like and fgd entry? I'm at a bit off a loss. view the CDetailObjectSystem code here http://www.adamdonovan.net/hl2coding.html _ Roast a Rock Star: watch video interviews with hot music acts http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=809referral=hotmailtaglineURL=http://music.ninemsn.com.au/roastarockstar -- ___ 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 End of hlcoders Digest _ Roast a Rock Star: watch video interviews with hot music acts http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=809referral=hotmailtaglineURL=http://music.ninemsn.com.au/roastarockstar -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] CompatibilityAttenuation
As I recall that's a feature we did for porting mods from goldsource (HL1 engine). We changed the sound attenuation response curve in source and that reverts those changes for a particular sound. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Cook Sent: Tuesday, August 14, 2007 9:55 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] CompatibilityAttenuation This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi there, I'm looking for some documentation on how the CompatibilityAttenuation soundscript parameter works. I've seen it used in CS:S and some 3rd party mods, but I'm still clueless as to whether it will fix my insane gunfire soundlevels. Any idea on what this does? Regards, Dave Cook No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.11.17/951 - Release Date: 13/08/2007 10:15 -- ___ 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] Re: Re: how to enable swaying grass in a mod?
-- [ Picked text/plain from multipart/alternative ] I managed to do the tutorial I mentioned in my last post, but now when i compile a map there are no detail shapes or any sprites on that material. The compiler does not complain about missing materials for the sprites..it says nothing.. Also the ConVar cl_detail_max_sway is still absent from the console...any ideas? I put #define USE_DETAIL_SHAPES directly after all the include files under #include c_world.h. Thats what I can work out from the tutorial but is there anything else todo? Any help here from Valve maybe? Im using the sdk version for VS 2003 7.1 as Release HL2MP (Engine Build 3203). Ive set up both my detailsprites material and my detail.vbsp, Ive changed the WorldVertexTransition texture to point to an entry in the vbsp which is modified to use the following coastline_redgrass03 //made these huge { density 30.0 Group1 { alpha 0 Model1 { sprite_shape tri sprite 288 0 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.2 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model2 { sprite_shapetri sprite 0 0 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.1 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model3 { sprite_shapetri sprite 144 0 128 128 512 spritesize 0.5 0.0 300 300 spriterandomscale 0.2 amount 0.15 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model4 { sprite_shapetri sprite 144 144 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.2 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } //shrub Model5 { sprite_shapetri sprite 144 288 128 128 512 spritesize 0.5 0.0 300 300 spriterandomscale 0.2 amount 0.1 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model6 { sprite_shapetri sprite 0 288 128 128 512 spritesize 0.5 0.0 500 500 spriterandomscale 0.2 amount 0.07 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model7 { sprite_shapetri sprite 288 288 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.07 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } } Group2 { alpha 1 } } I know that the file system for this is correct because I have been using them for detail sprites and they work. but no rendered detail_shapes. any help would be great to those of you who have managed to get swaying detail_shapes. What version of the engine are you using, 2003? 2005? are you using the beta sdk0611 version? Adam Donovan _ Telstra’s Next GTM Network - now on Pre-Paid. Find out more. www.spreadthegoodstuff.com.au http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fclk%2Eatdmt%2Ecom%2FOAT%2Fgo%2Fnnmsnnxg008046oat%2Fdirect%2F01%2F_t=765565283_r=Telstra_FFF_Prepaid_Hotmail_Email_Taglines_JuySep07_Aug_m=EXT -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] Re: Re: how to enable swaying grass in a mod?
You should define USE_DETAIL_SHAPES in the .vcproj of the client project. Or you could simply define it at the top of src\cl_dll\detailobjectsystem.cpp, which is the only place it is used. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Sent: Friday, August 24, 2007 9:37 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Re: how to enable swaying grass in a mod? -- [ Picked text/plain from multipart/alternative ] I managed to do the tutorial I mentioned in my last post, but now when i compile a map there are no detail shapes or any sprites on that material. The compiler does not complain about missing materials for the sprites..it says nothing.. Also the ConVar cl_detail_max_sway is still absent from the console...any ideas? I put #define USE_DETAIL_SHAPES directly after all the include files under #include c_world.h. Thats what I can work out from the tutorial but is there anything else todo? Any help here from Valve maybe? Im using the sdk version for VS 2003 7.1 as Release HL2MP (Engine Build 3203). Ive set up both my detailsprites material and my detail.vbsp, Ive changed the WorldVertexTransition texture to point to an entry in the vbsp which is modified to use the following coastline_redgrass03 //made these huge { density 30.0 Group1 { alpha 0 Model1 { sprite_shape tri sprite 288 0 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.2 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model2 { sprite_shapetri sprite 0 0 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.1 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model3 { sprite_shapetri sprite 144 0 128 128 512 spritesize 0.5 0.0 300 300 spriterandomscale 0.2 amount 0.15 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model4 { sprite_shapetri sprite 144 144 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.2 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } //shrub Model5 { sprite_shapetri sprite 144 288 128 128 512 spritesize 0.5 0.0 300 300 spriterandomscale 0.2 amount 0.1 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model6 { sprite_shapetri sprite 0 288 128 128 512 spritesize 0.5 0.0 500 500 spriterandomscale 0.2 amount 0.07 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } Model7 { sprite_shapetri sprite 288 288 128 128 512 spritesize 0.5 0.0 200 200 spriterandomscale 0.2 amount 0.07 detailOrientation0 shape_angle 25 //degrees of tip/flare shape_size 0.025 sway0.3 } } Group2 { alpha 1 } } I know that the file system for this is correct because I have been using them for detail sprites and they work. but no rendered detail_shapes. any help would be great to those of you who have managed to get swaying detail_shapes. What version of the engine are you using, 2003? 2005? are you using the beta sdk0611 version? Adam Donovan _ Telstra's
[hlcoders] AdminMod
I realize that this is possibly wildly off-topic, and most probably obvious/common knowledge to most people here, but... ... Alfred Reynolds... now at Valve... the guy who wrote/co-wrote AdminMod? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AdminMod
-- [ Picked text/plain from multipart/alternative ] yea, that's him. Does he owe you money or something? :) - Original Message - From: John Sheu [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 24, 2007 10:45 PM Subject: [hlcoders] AdminMod I realize that this is possibly wildly off-topic, and most probably obvious/common knowledge to most people here, but... ... Alfred Reynolds... now at Valve... the guy who wrote/co-wrote AdminMod? -John Sheu ___ 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