[hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Adam Donovan
--
[ 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
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 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
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 --__--__--

 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
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RE: [hlcoders] CompatibilityAttenuation

2007-08-24 Thread Jay Stelly
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


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 Date: 13/08/2007
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[hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Adam Donovan
--
[ 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





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RE: [hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Mike Durand
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

2007-08-24 Thread John Sheu

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

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Re: [hlcoders] AdminMod

2007-08-24 Thread Minh
--
[ 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

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 please visit:
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