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 ___ 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] Re: SendProxy_String_tToString can't send wide-char
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++; } } ___ 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
[hlcoders] Re: SendProxy_String_tToString can't send wide-char
Garry that would mean sending twice as much as he wants to. You could waste a lot of bandwidth :( ~Haza ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orane box source code
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Self Shadowing on models
-- [ 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 ___ 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] Orane box source code
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 ___ 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] Orane box source code
Hello! Maybe I miss something, but where the code from EP2? Thanks! Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cinematic Physics?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Cinematic Physics?
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 -- ___ 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] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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? ___ 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] 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? ___ 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] Maximize view key needed for hammer.
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? ___ 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] 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? ___ 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] Maximize view key needed for hammer.
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? ___ 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] Maximize view key needed for hammer.
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? ___ 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] Maximize view key needed for hammer.
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? ___ 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] Maximize view key needed for hammer.
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? ___ 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] 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? ___ 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 _ Windows Live Hotmail and Microsoft Office Outlook – together at last. Get it now. http://office.microsoft.com/en-us/outlook/HA102225181033.aspx?pid=CL100626971033 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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? ___ 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 _ Windows Live Hotmail and Microsoft Office Outlook together at last. Get it now. http://office.microsoft.com/en-us/outlook/HA102225181033.aspx?pid=CL10062697 1033 ___ 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] Maximize view key needed for hammer.
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/ :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 an absense of a maximize key. Any chance of this being added? ___ 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 _ Windows Live Hotmail and Microsoft Office Outlook - together at last. Get it now. http://office.microsoft.com/en-us/outlook/HA102225181033.aspx?pid=CL10062697 1033 ___ 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] SendProxy_String_tToString can't send wide-char string data
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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Simple stealth effect
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 ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Simple stealth effect
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 ___ 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 -- ~skidz ___ 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] Re: Cinematic Physics?
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 -- ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orane box source code
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ 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] Maximize view key needed for hammer.
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? ___ 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 _ Windows Live Hotmail and Microsoft Office Outlook - together at last. Get it now. http://office.microsoft.com/en-us/outlook/HA102225181033.aspx?pid=CL1006 2697 1033 ___ 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] Orane box source code
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orane box source code
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ 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] Orane box source code
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders