Re: [hlcoders] Self Shadowing on models

2007-11-12 Thread Garry Newman
It's standard shadow mapping, http://en.wikipedia.org/wiki/Shadow_mapping

It performs pretty good on my system, I've had 8 going with acceptable
frame rates (but only in a kind of box map).. I have a geforce 8800
gtx tho~

Some shots here (you can change the texture it uses now too)

http://www.garry.tv/img/?b=GMod2007//5th%20Novembgerer


garry

On Nov 12, 2007 5:41 AM, Minh [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 oh groovus.. that does look totally dish.
 I reckon it's to be used sparingly though.. Can someone from Valve comment
 on the rendering cost of using these dynamic shadowing techniques?
 I imagine it must be pretty expensive because it was only used in the
 flashlight for EP2 and not any other light sources.

 - Original Message -
 From: Christopher Harris [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com

 Sent: Sunday, November 11, 2007 5:42 PM
 Subject: Re: [hlcoders] Self Shadowing on models


  Yes, use the flashlight to do it.
 
  http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html
  - Original Message -
  From: Minh [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, November 11, 2007 8:14 PM
  Subject: [hlcoders] Self Shadowing on models
 
 
  --
  [ Picked text/plain from multipart/alternative ]
 I'm not sure if i noticed it or not while playing through EP2 but does
  the new EP2 engine support self-shadowing on models?
  I just played Call of Duty 4 and was impressed with the self shadowing
  done
  on the prop models and player models.
 
  It'd be great if we could have self shadowing for our prop models
  (especially static prop models) and character models.
 
  --
 
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Re: [hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-12 Thread Garry Newman
Could these work?

void Q_hextobinary( const char *in, int numchars, unsigned char *out,
int maxoutputbytes );
void Q_binarytohex( const unsigned char *in, int inputbytes, char
*out, int outsize );

garry

On Nov 12, 2007 1:40 AM,  [EMAIL PROTECTED] wrote:
 In my case it is quite possible for 0xFF to occur, so I ended up doing, as I 
 mentioned previously, a sort of base-128 workaround like below.  It works, 
 it's just really lame.  Oh well, thanks though.

 my_uint16_t my_htons(my_uint16_t i) {
 assert(i  255*255);

 my_uint16_t encoded_i = 0;
 my_uint16_t rem_i;

 rem_i = i % 255;
 i /= 255;
 assert(rem_i = 254);
 *((unsigned char*)(encoded_i) + 0) = (unsigned char)(rem_i + 1);
 assert(*((unsigned char*)(encoded_i) + 0) != 0);

 rem_i = i % 255;
 assert(i  255);
 assert(rem_i = 254);
 *((unsigned char*)(encoded_i) + 1) = (unsigned char)(rem_i + 1);
 assert(*((unsigned char*)(encoded_i) + 1) != 0);

 return encoded_i;

 }


 At 2007/11/11 03:32 PM, Haza wrote:
 Try these two functions. Just wrote them then in like 3min, haven't tested
 them. It allows you to send wchar_t strings.
 
 All it really does is substitutes 0x00 for 0xFF. So you loose the use of
 0x00FF and 0x characters.
 
 I think I forgot to check for wchar_t string ending in the Encode function,
 but I'm sure you can do it.
 
 ~Haza
 
 
 void NetSafe16Encode( wchar_t *in, char *out )
 {
 char ZeroByte = (char)0xFF;
 
 int out_counter = 0;
 for(int i = 0; i  (sizeof(in)/sizeof(wchar_t)); i++)
 {
 // Use bit shifting operations to clean up data.
 char right = (char)((in[i]  8)  8);
 if( right == (char)0x00 )
 right = ZeroByte;
 
 char left = (char)(in[i]  8);
 if( left == (char)0x00 )
 left = ZeroByte;
 
 out[out_counter] = left;
 out_counter++;
 out[out_counter] = right;
 out_counter++;
 }
 }
 
 void NetSafe16DeEncode( char *in, wchar_t *out )
 {
 char ZeroByte = (char)0xFF;
 
 int out_counter = 0;
 for(int i = 0; i  sizeof(in); i++)
 {
 unsigned short left;
 if(in[i] == ZeroByte)
 left = 0x;
 else
 left = ((unsigned short)in[i])  8;
 
 i++;
 
 unsigned short right;
 if(in[i] == ZeroByte)
 right = 0x;
 else
 right = ((unsigned short)in[i]);
 
 wchar_t final = (wchar_t)(left + right);
 
 out[out_counter] = final;
 
 out_counter++;
 }
 }
 
 
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[hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-12 Thread Haza
Garry that would mean sending twice as much as he wants to. You could waste
a lot of bandwidth :(

~Haza


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Re: [hlcoders] Orane box source code

2007-11-12 Thread Andrew Ritchie
Safely in the hands of Mike Durand, it hasn't been released yet, but
will be released in a future update to the Source SDK.

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Re: [hlcoders] Self Shadowing on models

2007-11-12 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Ah cool, thanks for clearing that up.. The pics are great, btw That's quite
an ecclectic collection.
So this technique is identical to the one used in games such as Crysis and
Call of Duty 4?


- Original Message -
From: Garry Newman [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 12, 2007 1:59 AM
Subject: Re: [hlcoders] Self Shadowing on models


 It's standard shadow mapping, http://en.wikipedia.org/wiki/Shadow_mapping

 It performs pretty good on my system, I've had 8 going with acceptable
 frame rates (but only in a kind of box map).. I have a geforce 8800
 gtx tho~

 Some shots here (you can change the texture it uses now too)

 http://www.garry.tv/img/?b=GMod2007//5th%20Novembgerer


 garry

 On Nov 12, 2007 5:41 AM, Minh [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 oh groovus.. that does look totally dish.
 I reckon it's to be used sparingly though.. Can someone from Valve
 comment
 on the rendering cost of using these dynamic shadowing techniques?
 I imagine it must be pretty expensive because it was only used in the
 flashlight for EP2 and not any other light sources.

 - Original Message -
 From: Christopher Harris [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com

 Sent: Sunday, November 11, 2007 5:42 PM
 Subject: Re: [hlcoders] Self Shadowing on models


  Yes, use the flashlight to do it.
 
  http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html
  - Original Message -
  From: Minh [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, November 11, 2007 8:14 PM
  Subject: [hlcoders] Self Shadowing on models
 
 
  --
  [ Picked text/plain from multipart/alternative ]
 I'm not sure if i noticed it or not while playing through EP2 but
  does
  the new EP2 engine support self-shadowing on models?
  I just played Call of Duty 4 and was impressed with the self shadowing
  done
  on the prop models and player models.
 
  It'd be great if we could have self shadowing for our prop models
  (especially static prop models) and character models.
 
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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Re: [hlcoders] Orane box source code

2007-11-12 Thread Josh Marshall
Tools are updated.

Code is not.

Wait.

On Nov 12, 2007 12:07 PM, Vitaly Protasov [EMAIL PROTECTED] wrote:
 Hello!
 Maybe I miss something, but where the code from EP2?

 Thanks!

 Vitaly

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[hlcoders] Orane box source code

2007-11-12 Thread Vitaly Protasov
Hello!
Maybe I miss something, but where the code from EP2?

Thanks!

Vitaly

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Re: [hlcoders] Cinematic Physics?

2007-11-12 Thread Matt Stafford
I highly doubt its endorphin, I've used that before and while you can
achieve those kind of effects, its ALOT of work.

On Nov 12, 2007 11:40 AM, Ryan Sheffer [EMAIL PROTECTED] wrote:
 I think they might be using an XSI plugin.


 On Nov 11, 2007 4:11 PM, Kevin Ottalini [EMAIL PROTECTED] wrote:
  http://en.wikipedia.org/wiki/Source_engine
 
  quote:
  Cinematic Physics oversees the destruction of a two-storey forest
  shackDuring the July 2006 Electronic Arts Summer Showcase press conference,
  it was revealed that former Weta Digital employee Gray Horsfield, special
  effects destruction lead on The Return of the King and King Kong among other
  roles, is building a Cinematic Physics system for Source. GameSpy
  described the new system in their conference report:
 
   The idea behind this is to give players the opportunity to experience
  in-game physics in action on a grander scale. As an example of Cinematic
  Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge
  bridge collapsing across a vast ravine. 
 
  The system appears to add the following features to Source's physics
  simulator:
 
  Deforming objects — before, physics models could not be modified except
  through animation
  Dynamic crumbling of brush geometry — before, lines of separation had to be
  specified by the mapper
  Cinematic Physics supports a keyframe system, [7] but its exact nature is
  currently unclear. It could be that an animator creates a largely complete
  but low-detail sequence which then sees details added by the physics system,
  or it could be that an animator creates a handful of single-frame states
  which are then used as motion targets for the ensuing simulation (in a
  manner not dissimilar to the Endorphin NaturalMotion technology).
 
  Either method results in a drastic reduction of developer input, thus
  allowing the creation of far more complex scenes than before with the same
  budget. It is currently unclear both whether or not keyframes are strictly
  required, and what number are needed to create a scene as complex as the
  bridge collapse demonstration.
 
  
 
  endorphin: http://en.wikipedia.org/wiki/Endorphin_%28software%29
 
  but I don't know if this is what Valve is using.
 
 
 
  - Original Message -
  From: Tobias Kammersgaard
  To: hlcoders@list.valvesoftware.com
  Sent: Sunday, November 11, 2007 3:41 PM
  Subject: Re: [hlcoders] Cinematic Physics?
 
 
   Well the name of the application would be a start, so the community'd know
   what is to deal with :-)
  
   /ProZak
  
  
   On 12/11/2007, Adam Maras (memzero)  wrote:
  
   Somehow it sounds like if the specifications were that easy to work
   with, Valve would have already released something for us.
  
   //Adam Maras (memzero)
  
   Jorge Rodriguez wrote:
 
 
Perhaps if Valve made available some documentation and examples on the
format of the files generated by that third-party tool, the community
   would
be able to create their own utility for this.
   
--
Jorge Vino Rodriguez
 
 
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 --
 ~skidz


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--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com

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[hlcoders] Re: Cinematic Physics?

2007-11-12 Thread Adam Buckland
--
[ Picked text/plain from multipart/alternative ]
If they are using endorphin, it may not be so hard for a mod version after
all, since there is a free learning edition available. If they're using an
XSI plugin, then it depends who wrote the plugin for the program and whether
the learning edition supports it

Bucky
--

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RE: [hlcoders] Re: Cinematic Physics?

2007-11-12 Thread Mike Durand
We are using a customized version of this Maya plugin:
http://www.blastcode.com/productinfo/megaton.php

From what I've been told it is still a whole lot of work even with this
tool.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
Buckland
Sent: Monday, November 12, 2007 8:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: Cinematic Physics?

--
[ Picked text/plain from multipart/alternative ]
If they are using endorphin, it may not be so hard for a mod version
after
all, since there is a free learning edition available. If they're using
an
XSI plugin, then it depends who wrote the plugin for the program and
whether
the learning edition supports it

Bucky
--

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[hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Ryan -------
Ctrl+A returns the view ports to their original sizes but there is an
absense of a maximize key.

Any chance of this being added?

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Joel R.
It be neat if they made Hammer open source, that way a bunch of us
awesome and bored programmers can improve and add features, and share
with the community.  Doesn't seem they have anyone working on Valve
Hammer anymore, and its got a plethora of bugs.

On Nov 12, 2007 2:59 PM, Ryan --- [EMAIL PROTECTED] wrote:
 Ctrl+A returns the view ports to their original sizes but there is an
 absense of a maximize key.

 Any chance of this being added?

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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Joe Motz
Shift + Z will maximize the viewport you are currently using...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan ---
Sent: Monday, November 12, 2007 12:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Maximize view key needed for hammer.

Ctrl+A returns the view ports to their original sizes but there is an
absense of a maximize key.

Any chance of this being added?

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Alex W

Shift+Z

I wonder how many shortcuts are actually documented...

Ctrl+A returns the view ports to their original sizes but there is an
absense of a maximize key.

Any chance of this being added?

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Shift + Z maximizes my viewport in the old Hammer.. Did they accidently
remove this in the new one?

And yea, making Hammer open source could be nice as it could really use some
new features (such as the ability to center on an object in the 3d view).

- Original Message -
From: Joel R. [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 12, 2007 1:19 PM
Subject: Re: [hlcoders] Maximize view key needed for hammer.


 It be neat if they made Hammer open source, that way a bunch of us
 awesome and bored programmers can improve and add features, and share
 with the community.  Doesn't seem they have anyone working on Valve
 Hammer anymore, and its got a plethora of bugs.

 On Nov 12, 2007 2:59 PM, Ryan --- [EMAIL PROTECTED] wrote:
 Ctrl+A returns the view ports to their original sizes but there is an
 absense of a maximize key.

 Any chance of this being added?

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 please visit:
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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Joe Motz
You can also center objects in the 3d viewport but there's no keystroke
shortcut afaik... (which would be nice)

View  Center 3D views on selection.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Monday, November 12, 2007 1:36 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Maximize view key needed for hammer.

--
[ Picked text/plain from multipart/alternative ]
Shift + Z maximizes my viewport in the old Hammer.. Did they accidently
remove this in the new one?

And yea, making Hammer open source could be nice as it could really use some
new features (such as the ability to center on an object in the 3d view).

- Original Message -
From: Joel R. [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 12, 2007 1:19 PM
Subject: Re: [hlcoders] Maximize view key needed for hammer.


 It be neat if they made Hammer open source, that way a bunch of us
 awesome and bored programmers can improve and add features, and share
 with the community.  Doesn't seem they have anyone working on Valve
 Hammer anymore, and its got a plethora of bugs.

 On Nov 12, 2007 2:59 PM, Ryan --- [EMAIL PROTECTED] wrote:
 Ctrl+A returns the view ports to their original sizes but there is an
 absense of a maximize key.

 Any chance of this being added?

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 please visit:
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--

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Alex W

You *can* center on an object in the 3d view.  In the menus: View |
Center 3D views on selection.

--
[ Picked text/plain from multipart/alternative ]
Shift + Z maximizes my viewport in the old Hammer.. Did they accidently
remove this in the new one?

And yea, making Hammer open source could be nice as it could really use some
new features (such as the ability to center on an object in the 3d view).

- Original Message -
From: Joel R. [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 12, 2007 1:19 PM
Subject: Re: [hlcoders] Maximize view key needed for hammer.



It be neat if they made Hammer open source, that way a bunch of us
awesome and bored programmers can improve and add features, and share
with the community.  Doesn't seem they have anyone working on Valve
Hammer anymore, and its got a plethora of bugs.

On Nov 12, 2007 2:59 PM, Ryan --- [EMAIL PROTECTED] wrote:

Ctrl+A returns the view ports to their original sizes but there is an
absense of a maximize key.

Any chance of this being added?

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--

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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Joe Motz
Oops! I should've mentioned that Shift + Z is actually a toggle so you can
use it to go back and forth between full screen and the default 4 viewport
layout.


-Original Message-
From: Joe Motz [mailto:[EMAIL PROTECTED]
Sent: Monday, November 12, 2007 1:33 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Maximize view key needed for hammer.

Shift + Z will maximize the viewport you are currently using...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan ---
Sent: Monday, November 12, 2007 12:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Maximize view key needed for hammer.

Ctrl+A returns the view ports to their original sizes but there is an
absense of a maximize key.

Any chance of this being added?

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Ryan -------
Excellent thanks for that, never heard of that one before.

On Nov 12, 2007 9:35 PM, Alex W [EMAIL PROTECTED] wrote:
 Shift+Z

 I wonder how many shortcuts are actually documented...
  Ctrl+A returns the view ports to their original sizes but there is an
  absense of a maximize key.
 
  Any chance of this being added?
 

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  please visit:
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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Hyperjag 3

You can already center on an object in the 3d view by selecting it and pressing 
Ctrl+Shift+E.

 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Maximize view key needed for hammer.
 Date: Mon, 12 Nov 2007 13:35:30 -0800

 --
 [ Picked text/plain from multipart/alternative ]
 Shift + Z maximizes my viewport in the old Hammer.. Did they accidently
 remove this in the new one?

 And yea, making Hammer open source could be nice as it could really use some
 new features (such as the ability to center on an object in the 3d view).

 - Original Message -
 From: Joel R.
 To:
 Sent: Monday, November 12, 2007 1:19 PM
 Subject: Re: [hlcoders] Maximize view key needed for hammer.


 It be neat if they made Hammer open source, that way a bunch of us
 awesome and bored programmers can improve and add features, and share
 with the community. Doesn't seem they have anyone working on Valve
 Hammer anymore, and its got a plethora of bugs.

 On Nov 12, 2007 2:59 PM, Ryan ---  wrote:
 Ctrl+A returns the view ports to their original sizes but there is an
 absense of a maximize key.

 Any chance of this being added?

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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Joe Motz
Thank you sir. Great shortcut.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
Sent: Monday, November 12, 2007 1:43 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Maximize view key needed for hammer.


You can already center on an object in the 3d view by selecting it and
pressing Ctrl+Shift+E.

 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Maximize view key needed for hammer.
 Date: Mon, 12 Nov 2007 13:35:30 -0800

 --
 [ Picked text/plain from multipart/alternative ]
 Shift + Z maximizes my viewport in the old Hammer.. Did they accidently
 remove this in the new one?

 And yea, making Hammer open source could be nice as it could really use
some
 new features (such as the ability to center on an object in the 3d view).

 - Original Message -
 From: Joel R.
 To:
 Sent: Monday, November 12, 2007 1:19 PM
 Subject: Re: [hlcoders] Maximize view key needed for hammer.


 It be neat if they made Hammer open source, that way a bunch of us
 awesome and bored programmers can improve and add features, and share
 with the community. Doesn't seem they have anyone working on Valve
 Hammer anymore, and its got a plethora of bugs.

 On Nov 12, 2007 2:59 PM, Ryan ---  wrote:
 Ctrl+A returns the view ports to their original sizes but there is an
 absense of a maximize key.

 Any chance of this being added?

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Jeffrey botman Broome

Joel R. wrote:

It be neat if they made Hammer open source, that way a bunch of us
awesome and bored programmers can improve and add features, and share
with the community.  Doesn't seem they have anyone working on Valve
Hammer anymore, and its got a plethora of bugs.


Hmmm, maybe somebody could write their own level editor and then get a
job working at Valve...

http://ourworld.compuserve.com/homepages/bernier/

:)

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Re: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
lord..I cant believe I missed that. :(
Oh, and  Ctrl+Shift+E  only centers the object in the 2d views... The 3d
view doesnt change at all when you invoke that shortcut.


- Original Message -
From: Joe Motz [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 12, 2007 1:50 PM
Subject: RE: [hlcoders] Maximize view key needed for hammer.


Thank you sir. Great shortcut.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
Sent: Monday, November 12, 2007 1:43 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Maximize view key needed for hammer.


You can already center on an object in the 3d view by selecting it and
pressing Ctrl+Shift+E.

 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Maximize view key needed for hammer.
 Date: Mon, 12 Nov 2007 13:35:30 -0800

 --
 [ Picked text/plain from multipart/alternative ]
 Shift + Z maximizes my viewport in the old Hammer.. Did they accidently
 remove this in the new one?

 And yea, making Hammer open source could be nice as it could really use
some
 new features (such as the ability to center on an object in the 3d view).

 - Original Message -
 From: Joel R.
 To:
 Sent: Monday, November 12, 2007 1:19 PM
 Subject: Re: [hlcoders] Maximize view key needed for hammer.


 It be neat if they made Hammer open source, that way a bunch of us
 awesome and bored programmers can improve and add features, and share
 with the community. Doesn't seem they have anyone working on Valve
 Hammer anymore, and its got a plethora of bugs.

 On Nov 12, 2007 2:59 PM, Ryan ---  wrote:
 Ctrl+A returns the view ports to their original sizes but there is an
 absense of a maximize key.

 Any chance of this being added?

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Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-12 Thread OvermindDL1
Well since no one else seemed to bother looking (and I actually got
some time to look), the only thing the above function does is just
fill in the passed in variant setting it as a string.  Looking at the
varient it supports an array of a base type (such as wchar/Int16, like
you would use).  Will have to do the serialization manually (but that
will be what... less then 10 lines of code for what you are doing,
just put it into your own function to encapsulate it), but if the
array in the variant works (I do not see many places it is used) then
it would be perfect.  Honostly though, SendProxy_String_tToString
seems like a rather weird function to use, I only see it defined in
one place and only used in that class's prop definition.

Still that is a hack, it seems like it would be far *far* better to
juse serialize it fully and hand it off manually (as a binary stream,
usual term being a binary blob) instead of using a variant, that way
you could set up string compression, string tables, etc... etc... for
effective and easy network bandwidth reduction.  There would be no
sendblob function as you just give it a char array with a length to
let it send across the network.  Also, you should not need a base-128
converter, but rather a base-255 converter would be best if you wanted
to continue doing it your method.


On 11/11/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Well there is no SendBlob sort of function anywhere in the dt_send and 
 various other networking files.  It's not a huge deal, I just had to write my 
 own base-128 encoder, so that there wouldn't be any 0s in the data that went 
 over the wire.  It just seems that Valve would want to support this natively.

 At 2007/11/10 10:53 PM, OvermindDL1 wrote:
 Could just send it as a binary blob and not as a string (pretend it is
 opaque binary data, and not a string, use binary functions, not string
 functions).
 
 On 11/10/07, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:
  Well it would be nice if there were a version of string networking that 
  was binary-safe.
 
  At 2006/09/03 08:33 PM, Aaron Schiff wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  You could use a networked string table as well as the index of the string 
  in
  the entity network table.  Then you can specify the string length in
  AddString for the user data.
  
  On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
  wrote:
  
   I thought there was a forum or mailing list thread on this once before 
   but
   I can't find it.  Basically it seems that the close-source side of the
   networking does a 0x00-truncated data copy.  So you can't send strings 
   along
   the wire that contain a 0x00 byte in them, such as wide-char strings 
   etc.
  
   Anyone know of a work-around?  (Short of encoding the base64ing the
   strings or something like that.)
  
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[hlcoders] Re: Simple stealth effect

2007-11-12 Thread Richard Slaughter

Thanks for the replies guys.

I have tried this on two different systems with different cards and get
the same effect, so I don't think it's driver related.

Are you able to provide more information / links on why you think there
is a problem trying to fade / change alpha on certain materials? Could
you be more specific with regard to what materials?

Secondly, if this is a dead end, what other options do I have for fading
the weapon view model, could shaders be used for something like this?
I've yet to look at / use any shaders, so any advice / pointing in the
right direction would be hugely appreciated.
Thanks,

Rich


I believe there is a problem with trying to fade / change alpha on
certain materials.

On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote:


 I have noticed the same thing in a few places, like GMod.  Anytime
 something nearby (perhaps just on the hud?) is changing opacity, it
 flickers instead.  I figured it was just due to my drivers (using an
 old version as newer ones have issues with something on my install)
 since I have seen no mention of it elsewhere (and such things are
 generally driver related).


 On 11/10/07, Richard Slaughter [EMAIL PROTECTED] wrote:


  Hi List,
 
  I'm trying to create a simple stealth effect on the player by setting
  the render mode to kRenderTransTexture and then setting the render
  colour with a low alpha value:
 
  m_nRenderMode = kRenderTransTexture;
  SetRenderColor( 255, 255, 255, m_flCurrentAlpha );
 
  This is called in void CHL2MP_Player::PreThink( void ) (server side) and
  works fine on the player model, but I'm having problems trying to fade
  out the players weapon view model:
 
  GetViewModel()-SetRenderMode( kRenderTransTexture );
  GetViewModel()-SetRenderColor( 255, 255, 255, 80 );
 
  This is called in void C_HL2MP_Player::PreThink( void ) (client side)
  and whilst it does half work, it leads to a flickering effect where the
  weapon model seems to flicker between solid and opaque.
 
  Any ideas why this would be happening and what I should do to fix it?
  Cheers,
 
  Rich
 
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Re: [hlcoders] Re: Simple stealth effect

2007-11-12 Thread Tony omega Sergi
if a material doesn't have $vertexalpha 1 it won't fade.
same with $vertexcolor for changing RGB.


On Nov 12, 2007 6:25 PM, Richard Slaughter [EMAIL PROTECTED] wrote:
 Thanks for the replies guys.

 I have tried this on two different systems with different cards and get
 the same effect, so I don't think it's driver related.

 Are you able to provide more information / links on why you think there
 is a problem trying to fade / change alpha on certain materials? Could
 you be more specific with regard to what materials?

 Secondly, if this is a dead end, what other options do I have for fading
 the weapon view model, could shaders be used for something like this?
 I've yet to look at / use any shaders, so any advice / pointing in the
 right direction would be hugely appreciated.
 Thanks,

 Rich

 

 I believe there is a problem with trying to fade / change alpha on
 certain materials.

 On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote:

   I have noticed the same thing in a few places, like GMod.  Anytime
   something nearby (perhaps just on the hud?) is changing opacity, it
   flickers instead.  I figured it was just due to my drivers (using an
   old version as newer ones have issues with something on my install)
   since I have seen no mention of it elsewhere (and such things are
   generally driver related).
  
  
   On 11/10/07, Richard Slaughter [EMAIL PROTECTED] wrote:
 
Hi List,
   
I'm trying to create a simple stealth effect on the player by setting
the render mode to kRenderTransTexture and then setting the render
colour with a low alpha value:
   
m_nRenderMode = kRenderTransTexture;
SetRenderColor( 255, 255, 255, m_flCurrentAlpha );
   
This is called in void CHL2MP_Player::PreThink( void ) (server side) 
and
works fine on the player model, but I'm having problems trying to fade
out the players weapon view model:
   
GetViewModel()-SetRenderMode( kRenderTransTexture );
GetViewModel()-SetRenderColor( 255, 255, 255, 80 );
   
This is called in void C_HL2MP_Player::PreThink( void ) (client side)
and whilst it does half work, it leads to a flickering effect where the
weapon model seems to flicker between solid and opaque.
   
Any ideas why this would be happening and what I should do to fix it?
Cheers,
   
Rich
   
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Re: [hlcoders] Re: Cinematic Physics?

2007-11-12 Thread Ryan Sheffer
Ouch, $1,495.00 :p

On Nov 12, 2007 12:00 PM, Mike Durand [EMAIL PROTECTED] wrote:
 We are using a customized version of this Maya plugin:
 http://www.blastcode.com/productinfo/megaton.php

 From what I've been told it is still a whole lot of work even with this
 tool.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Adam
 Buckland
 Sent: Monday, November 12, 2007 8:50 AM
 To: hlcoders@list.valvesoftware.com

 Subject: [hlcoders] Re: Cinematic Physics?

 --
 [ Picked text/plain from multipart/alternative ]
 If they are using endorphin, it may not be so hard for a mod version
 after
 all, since there is a free learning edition available. If they're using
 an
 XSI plugin, then it depends who wrote the plugin for the program and
 whether
 the learning edition supports it

 Bucky
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Re: [hlcoders] Orane box source code

2007-11-12 Thread Ryan Sheffer
future update indeed, ill probably be in an old folks home by the time
its released. ;)

On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote:
 Safely in the hands of Mike Durand, it hasn't been released yet, but
 will be released in a future update to the Source SDK.


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Re: [hlcoders] Orane box source code

2007-11-12 Thread Adam Maras (memzero)

Oh, be nice :P

Adam Maras (memzero)

Ryan Sheffer wrote:

future update indeed, ill probably be in an old folks home by the time
its released. ;)

On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote:


Safely in the hands of Mike Durand, it hasn't been released yet, but
will be released in a future update to the Source SDK.


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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread David Speyrer
Hyperjag is correct.

Ctrl+E centers the selection in the 2D views.
Ctrl+Shift+E centers the selection in the 3D views.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Monday, November 12, 2007 2:27 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Maximize view key needed for hammer.

--
[ Picked text/plain from multipart/alternative ] lord..I cant believe I
missed that. :( Oh, and  Ctrl+Shift+E  only centers the object in the 2d
views... The 3d view doesnt change at all when you invoke that shortcut.


- Original Message -
From: Joe Motz [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, November 12, 2007 1:50 PM
Subject: RE: [hlcoders] Maximize view key needed for hammer.


Thank you sir. Great shortcut.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
Sent: Monday, November 12, 2007 1:43 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Maximize view key needed for hammer.


You can already center on an object in the 3d view by selecting it and
pressing Ctrl+Shift+E.

 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Maximize view key needed for hammer.
 Date: Mon, 12 Nov 2007 13:35:30 -0800

 --
 [ Picked text/plain from multipart/alternative ] Shift + Z maximizes
 my viewport in the old Hammer.. Did they accidently remove this in the

 new one?

 And yea, making Hammer open source could be nice as it could really
 use
some
 new features (such as the ability to center on an object in the 3d
view).

 - Original Message -
 From: Joel R.
 To:
 Sent: Monday, November 12, 2007 1:19 PM
 Subject: Re: [hlcoders] Maximize view key needed for hammer.


 It be neat if they made Hammer open source, that way a bunch of us
 awesome and bored programmers can improve and add features, and share

 with the community. Doesn't seem they have anyone working on Valve
 Hammer anymore, and its got a plethora of bugs.

 On Nov 12, 2007 2:59 PM, Ryan ---  wrote:
 Ctrl+A returns the view ports to their original sizes but there is
 Ctrl+an
 absense of a maximize key.

 Any chance of this being added?

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 archives, please visit:
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Re: [hlcoders] Orane box source code

2007-11-12 Thread Matt Stafford
Mean, but true :)

On Nov 13, 2007 2:51 PM, Adam Maras (memzero) [EMAIL PROTECTED] wrote:
 Oh, be nice :P

 Adam Maras (memzero)


 Ryan Sheffer wrote:
  future update indeed, ill probably be in an old folks home by the time
  its released. ;)
 
  On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote:
 
  Safely in the hands of Mike Durand, it hasn't been released yet, but
  will be released in a future update to the Source SDK.
 
 
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Re: [hlcoders] Orane box source code

2007-11-12 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Depends. How old are you right now?


- Original Message -
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
Sent: Mon Nov 12 19:47:35 2007
Subject: Re: [hlcoders] Orane box source code

future update indeed, ill probably be in an old folks home by the time
its released. ;)

On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote:
 Safely in the hands of Mike Durand, it hasn't been released yet, but
 will be released in a future update to the Source SDK.


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Re: [hlcoders] Orane box source code

2007-11-12 Thread Ryan Sheffer
I'm 21, how :old: will I be when its released?

On Nov 12, 2007 9:11 PM, Mike Durand [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Depends. How old are you right now?



 - Original Message -
 From: [EMAIL PROTECTED] [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com
 Sent: Mon Nov 12 19:47:35 2007
 Subject: Re: [hlcoders] Orane box source code

 future update indeed, ill probably be in an old folks home by the time
 its released. ;)

 On Nov 12, 2007 4:16 AM, Andrew Ritchie [EMAIL PROTECTED] wrote:
  Safely in the hands of Mike Durand, it hasn't been released yet, but
  will be released in a future update to the Source SDK.
 
 
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 ~skidz

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