Re: [hlcoders] Cant create source mod
I just wanna create a source mod. Not ep1 or ep2 just a regular source mod. Adding the engine parameter made it working. Thx for the help Christopher Harris schrieb: Oh I thought he just wanted to make a mod, not an ep2 one. - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 4:54 PM Subject: Re: [hlcoders] Cant create source mod Christopher Harris wrote: It doesn't matter, you don't need ep1 to use the source sdk. You just need a game that comes with it according to the steam store. But you DO need EP2 SDK source code if you are going to create a mod for an EP2 based game. No source code for EP2 has been released yet. You can use the SDK (level editor, tools), but you can't create a mod. -- Jeffrey "botman" Broome ___ 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] Dynamically creating material including text
-- [ Picked text/plain from multipart/alternative ] Another, easier way is with a render target. Initializing: - Create a render target texture of the size you need (derive CBaseClientRenderTargets, you have to init a render target at the right time), call it something like _my_rt0 Drawing: - Use SetRenderTargetAndViewPort to set the render target and view area - Clear the render target - Paint a vgui control or several vgui controls (call Paint/PaintTraverse or something manually) or, use surface->Draw* - The render target now contains whatever vgui painted, and you can reference it in a .vmt using $basetexture "_my_rt0". The way Mike suggested hasn't really worked for me, I had problems trying to get the procedural texture to work. This way is somewhat easier if you just want to draw text the way vgui does. If you need to upload text where you already have the raw image data then use the procedural texture. Likewise if you wanted to read image data from a video decoder or unsupported image format. Regards, Paul On Nov 15, 2007 1:19 PM, Janek <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Thx Mike. I'll read that again and again. At the moment I don't understand > everything. I hope I can write text using this method but I'm not sure. > > 2007/11/15, Mike Durand <[EMAIL PROTECTED]>: > > > > Try this: > > > > http://developer.valvesoftware.com/wiki/Procedural_Materials > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Janek > > Sent: Thursday, November 15, 2007 7:45 AM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] Dynamically creating material including text > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hi all, > > > > I would like to know if it is possible to dynamically create a > > clean IMaterial (client side only) in which I write some texts which can > > be > > an argument like "My text" or whatever. > > I know the materials->FindMaterial( name, group ) which is using an > > exisiting material. What I want is to create my own one dynamically coz > > I > > don't know what text will be in this material. > > > > Any idea ? > > -- > > > > ___ > > 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 > > > > > > > -- > --- > [EMAIL PROTECTED] > -- > > ___ > 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] EP1 Hammer internal model browser crashing hammer
Hey! WITH -engine ep1: - in-hammer browser works for counter-strike source - in-hammer browser crashs without errors for half-life 2 I currently do not have ep1 installed thus i could not try it or perhaps this is the problem? WITHOUT -engine ep1: - in hammer browser works for Portal (only ep2 game i tried). - "ep1-engine" games still available for selection -> hammer crashs for ep1 games as soon as an prop_static entity (propably any entity) is created and i press on the arrow icon. -> EP1 games should be hidden in ep2 configuration. -archy Jed wrote: I've restarted Steam, refreshed the SDK content and reset the configs and *still* I HLMV crashes trying to open a model for EP2. I can open one via the recent models option, but I can't use the thumbnail model browser. I don't know if it's related but I've noticed that the %vproject% environment variable seems to get stuck doesn't change until you quit and re-start the SourceSDK. For example, if my %vproject% is pointing to TF2 and I select EP2 in the SDK menu, the variable doesnt change to point to EP2 until *after* I close and restart the SDK Tool. - Jed On 15/11/2007, Mike Durand <[EMAIL PROTECTED]> wrote: You're welcome. I can still duplicate the crash when opening a model in the new model viewer when Ep2 is set as the active game. I plan to fix that in a release tomorrow. Are there other crashes in the tools that anyone sees right now other than that? If so please give a repro case. -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini Sent: Thursday, November 15, 2007 12:31 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer both the SDK model viewer and the in-hammer model viewer for both EP1 and EP2 Hammer are working for me now. Thank you Mike. - Original Message - From: "Matt Stafford" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 7:55 PM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer This fixes the Hammer crash but the model viewer is still rooted for me :( On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote: looks like the sdk update was just released. - Original Message - From: "Kevin Ottalini" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 11:40 AM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer I tried that "Advisor" fix earlier but it doesn't work. Thanks Mike. - Original Message - From: "Mike Durand" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 10:48 AM Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer I have a fix for this going out in a little while. -Mike - Original Message - From: "Tobias Kammersgaard" To: Sent: Wednesday, November 14, 2007 7:22 AM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer Loads of people are getting this. Extracting the advisor.jpg from source models.gcf and placing it in %vproject%\models\ fixes it for some people. Disabling it, or use EP2 configurations seems to be the only other alternatives :-( /ProZak On 14/11/2007, Kevin Ottalini wrote: For some reason the EP1 hammer internal model browser has started crashing hammer, no error message at all, hammer just disappears. Looking in the event viewer I get: Faulting application hammer.exe, version 0.0.0.0, faulting module vgui2.dll, version 3.0.0.1, fault address 0x0002ed97. The EP2 Hammer internal model browser is working fine though and the SDK external model browser appears to work ok. Is anyone else seeing this? ___ 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 ___ 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] Cant create source mod
Oh I thought he just wanted to make a mod, not an ep2 one. - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 4:54 PM Subject: Re: [hlcoders] Cant create source mod Christopher Harris wrote: It doesn't matter, you don't need ep1 to use the source sdk. You just need a game that comes with it according to the steam store. But you DO need EP2 SDK source code if you are going to create a mod for an EP2 based game. No source code for EP2 has been released yet. You can use the SDK (level editor, tools), but you can't create a mod. -- Jeffrey "botman" Broome ___ 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] npc_blob
It was an experiment. It's not going to be in the sdk. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen Sent: Thursday, November 15, 2007 1:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] npc_blob To be honest, i totally forgotten about it. hehe But hmm...any chance on an official answer? Tobias Kammersgaard wrote: > -- > [ Picked text/plain from multipart/alternative ] > It was. And I believe Jake is aware of that. It was probably a test entity > of sorts (don't know the mechanics behin it etc.) like the Stickygun > (development gun as far as I know) and the Physgun (Garry's mod in short > terms) in the leaked content! > > /ProZak > > > On 15/11/2007, Kori <[EMAIL PROTECTED]> wrote: > >> I belive it was a entity in the Particle benchmark. >> - Original Message - >> From: "Jake Breen" <[EMAIL PROTECTED]> >> To: >> Sent: Thursday, November 15, 2007 3:52 PM >> Subject: [hlcoders] npc_blob >> >> >> >>> This entity is in the fgd but not in Ep2's Code...Anyone know what it >>> >> is? >> >>> ___ >>> 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] npc_blob
Will the Snark Swarm npc be in the sdk (the one we saw in that article about benchmark thingy.. Jay Stelly wrote: It was an experiment. It's not going to be in the sdk. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen Sent: Thursday, November 15, 2007 1:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] npc_blob To be honest, i totally forgotten about it. hehe But hmm...any chance on an official answer? Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] It was. And I believe Jake is aware of that. It was probably a test entity of sorts (don't know the mechanics behin it etc.) like the Stickygun (development gun as far as I know) and the Physgun (Garry's mod in short terms) in the leaked content! /ProZak On 15/11/2007, Kori <[EMAIL PROTECTED]> wrote: I belive it was a entity in the Particle benchmark. - Original Message - From: "Jake Breen" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 3:52 PM Subject: [hlcoders] npc_blob This entity is in the fgd but not in Ep2's Code...Anyone know what it is? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EP1 Hammer internal model browser crashing hammer
I've restarted Steam, refreshed the SDK content and reset the configs and *still* I HLMV crashes trying to open a model for EP2. I can open one via the recent models option, but I can't use the thumbnail model browser. I don't know if it's related but I've noticed that the %vproject% environment variable seems to get stuck doesn't change until you quit and re-start the SourceSDK. For example, if my %vproject% is pointing to TF2 and I select EP2 in the SDK menu, the variable doesnt change to point to EP2 until *after* I close and restart the SDK Tool. - Jed On 15/11/2007, Mike Durand <[EMAIL PROTECTED]> wrote: > You're welcome. > > I can still duplicate the crash when opening a model in the new model > viewer when Ep2 is set as the active game. I plan to fix that in a > release tomorrow. Are there other crashes in the tools that anyone sees > right now other than that? If so please give a repro case. > > -Thanks, > Mike > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Kevin > Ottalini > Sent: Thursday, November 15, 2007 12:31 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing > hammer > > both the SDK model viewer and the in-hammer model viewer for both EP1 > and > EP2 Hammer are working for me now. > > Thank you Mike. > > > - Original Message - > From: "Matt Stafford" <[EMAIL PROTECTED]> > To: > Sent: Wednesday, November 14, 2007 7:55 PM > Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing > hammer > > > > This fixes the Hammer crash but the model viewer is still rooted for > me :( > > > > On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> > wrote: > >> looks like the sdk update was just released. > >> > >> > >> - Original Message - > >> From: "Kevin Ottalini" <[EMAIL PROTECTED]> > >> To: > >> > >> Sent: Wednesday, November 14, 2007 11:40 AM > >> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing > hammer > >> > >> > >> >I tried that "Advisor" fix earlier but it doesn't work. > >> > > >> > Thanks Mike. > >> > > >> > > >> > - Original Message - > >> > From: "Mike Durand" <[EMAIL PROTECTED]> > >> > To: > >> > Sent: Wednesday, November 14, 2007 10:48 AM > >> > Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing > >> > hammer > >> > > >> > > >> >>I have a fix for this going out in a little while. > >> >> > >> >> -Mike > >> > > >> > - Original Message - > >> > From: "Tobias Kammersgaard" > >> > To: > >> > Sent: Wednesday, November 14, 2007 7:22 AM > >> > Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing > >> > hammer > >> > > >> >> Loads of people are getting this. Extracting the advisor.jpg from > >> >> source > >> >> models.gcf and placing it in %vproject%\models\ fixes it for some > >> >> people. > >> >> Disabling it, or use EP2 configurations seems to be the only other > >> >> alternatives :-( > >> >> > >> >> /ProZak > >> >> > >> >> > >> >> On 14/11/2007, Kevin Ottalini wrote: > >> >> > >> >>> For some reason the EP1 hammer internal model browser has started > >> >>> crashing > >> >>> hammer, no error message at all, hammer just disappears. > >> >>> > >> >>> Looking in the event viewer I get: > >> >>> Faulting application hammer.exe, version 0.0.0.0, faulting module > >> >>> vgui2.dll, > >> >>> version 3.0.0.1, fault address 0x0002ed97. > >> >>> > >> >>> The EP2 Hammer internal model browser is working fine though and > the > >> >>> SDK > >> >>> external model browser appears to work ok. > >> >>> > >> >>> Is anyone else seeing this? > >> > > >> > > >> > ___ > >> > 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 > > > > > ___ > 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: ht
Re: [hlcoders] npc_blob
-- [ Picked text/plain from multipart/alternative ] It was. And I believe Jake is aware of that. It was probably a test entity of sorts (don't know the mechanics behin it etc.) like the Stickygun (development gun as far as I know) and the Physgun (Garry's mod in short terms) in the leaked content! /ProZak On 15/11/2007, Kori <[EMAIL PROTECTED]> wrote: > > I belive it was a entity in the Particle benchmark. > - Original Message - > From: "Jake Breen" <[EMAIL PROTECTED]> > To: > Sent: Thursday, November 15, 2007 3:52 PM > Subject: [hlcoders] npc_blob > > > > This entity is in the fgd but not in Ep2's Code...Anyone know what it > is? > > > > ___ > > 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] Cant create source mod
Christopher Harris wrote: It doesn't matter, you don't need ep1 to use the source sdk. You just need a game that comes with it according to the steam store. But you DO need EP2 SDK source code if you are going to create a mod for an EP2 based game. No source code for EP2 has been released yet. You can use the SDK (level editor, tools), but you can't create a mod. -- 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] Using ApplyBoneMatrixTransform
You should put a debug break at the function call, and run the game in debug mode. When the game gets to that code, just look at the call stack and you'll find exactly what called it. - Original Message - From: "Garrett" <[EMAIL PROTECTED]> To: Sent: Monday, October 22, 2007 10:37 AM Subject: [hlcoders] Using ApplyBoneMatrixTransform -- [ Picked text/plain from multipart/alternative ] Hi, I've been trying to figure out how to use C_BaseAnimating::ApplyBoneMatrixTransform to change the appearance of models in game, such as changing the size of the model, but I'm kind of lost. I tried to trace back through what calls it, but I just couldn't figure where it started and how it works. If someone could give me a simple example(if there is such a thing as a simple example of this kind of thing) with an explanation of what was going on and how it worked, I think that would help out a lot in my understanding of it. Thanks, Garrett __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- ___ 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] Cant create source mod
Neuwirth Christoph wrote: I dont have ep1 does this matter? Yes, it does. There is no source code SDK yet for EP2. :) It will be released "Shortly". -- 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] Cant create source mod
It doesn't matter, you don't need ep1 to use the source sdk. You just need a game that comes with it according to the steam store. Chris - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 4:14 PM Subject: Re: [hlcoders] Cant create source mod Neuwirth Christoph wrote: I dont have ep1 does this matter? Yes, it does. There is no source code SDK yet for EP2. :) It will be released "Shortly". -- Jeffrey "botman" Broome ___ 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] npc_blob
To be honest, i totally forgotten about it. hehe But hmm...any chance on an official answer? Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] It was. And I believe Jake is aware of that. It was probably a test entity of sorts (don't know the mechanics behin it etc.) like the Stickygun (development gun as far as I know) and the Physgun (Garry's mod in short terms) in the leaked content! /ProZak On 15/11/2007, Kori <[EMAIL PROTECTED]> wrote: I belive it was a entity in the Particle benchmark. - Original Message - From: "Jake Breen" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 3:52 PM Subject: [hlcoders] npc_blob This entity is in the fgd but not in Ep2's Code...Anyone know what it is? ___ 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] npc_blob
that was npc_surface npc_blob was in the benchmark too, but didnt do anything. - Original Message - From: "Kori" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 4:08 PM Subject: Re: [hlcoders] npc_blob I belive it was a entity in the Particle benchmark. - Original Message - From: "Jake Breen" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 3:52 PM Subject: [hlcoders] npc_blob This entity is in the fgd but not in Ep2's Code...Anyone know what it is? ___ 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] Cant create source mod
-- [ Picked text/plain from multipart/alternative ] Then I'd have to say that Jakes suggestion is the best one. Try the EP1 SDK, you should have access to the Source SDK Base if you own any Source game (by Valve?) at all :-)! /ProZak On 15/11/2007, Neuwirth Christoph <[EMAIL PROTECTED]> wrote: > > I dont have ep1 > > does this matter? > > anyway do i add this to the launch parameters? > > @tobias > > Steam says its preparing the launch of source sdk, and then the window > closes and the cpuload goes down to normal. > > Jake Breen schrieb: > > Switch to Ep1 SDK > > > > -engine ep1 > > > > Neuwirth Christoph wrote: > >> Hello > >> > >> i?m currently encountering a major problem > >> > >> i cant create a mod. > >> > >> i start sourcesdk and it doesn?t do anything. > >> > >> the cpu load goes up and then steam stops doing anything. > >> > >> anyone has this problem too? > >> > >> ___ > >> 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] npc_blob
I belive it was a entity in the Particle benchmark. - Original Message - From: "Jake Breen" <[EMAIL PROTECTED]> To: Sent: Thursday, November 15, 2007 3:52 PM Subject: [hlcoders] npc_blob This entity is in the fgd but not in Ep2's Code...Anyone know what it is? ___ 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] Cant create source mod
I dont have ep1 does this matter? anyway do i add this to the launch parameters? @tobias Steam says its preparing the launch of source sdk, and then the window closes and the cpuload goes down to normal. Jake Breen schrieb: Switch to Ep1 SDK -engine ep1 Neuwirth Christoph wrote: Hello i?m currently encountering a major problem i cant create a mod. i start sourcesdk and it doesn?t do anything. the cpu load goes up and then steam stops doing anything. anyone has this problem too? ___ 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] npc_blob
This entity is in the fgd but not in Ep2's Code...Anyone know what it is? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cant create source mod
-- [ Picked text/plain from multipart/alternative ] Hmm, does the SDK Launcher actually start for you, or does Steam just say it launches any nothing more? Anywho try validating your SDK cache file! steam://validate/211 /ProZak On 15/11/2007, Neuwirth Christoph <[EMAIL PROTECTED]> wrote: > > Hello > > i?m currently encountering a major problem > > i cant create a mod. > > i start sourcesdk and it doesn?t do anything. > > the cpu load goes up and then steam stops doing anything. > > anyone has this problem too? > > ___ > 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] Cant create source mod
Switch to Ep1 SDK -engine ep1 Neuwirth Christoph wrote: Hello i?m currently encountering a major problem i cant create a mod. i start sourcesdk and it doesn?t do anything. the cpu load goes up and then steam stops doing anything. anyone has this problem too? ___ 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] EP1 Hammer internal model browser crashing hammer
You're welcome. I can still duplicate the crash when opening a model in the new model viewer when Ep2 is set as the active game. I plan to fix that in a release tomorrow. Are there other crashes in the tools that anyone sees right now other than that? If so please give a repro case. -Thanks, Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini Sent: Thursday, November 15, 2007 12:31 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer both the SDK model viewer and the in-hammer model viewer for both EP1 and EP2 Hammer are working for me now. Thank you Mike. - Original Message - From: "Matt Stafford" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 7:55 PM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer > This fixes the Hammer crash but the model viewer is still rooted for me :( > > On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote: >> looks like the sdk update was just released. >> >> >> - Original Message - >> From: "Kevin Ottalini" <[EMAIL PROTECTED]> >> To: >> >> Sent: Wednesday, November 14, 2007 11:40 AM >> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer >> >> >> >I tried that "Advisor" fix earlier but it doesn't work. >> > >> > Thanks Mike. >> > >> > >> > - Original Message - >> > From: "Mike Durand" <[EMAIL PROTECTED]> >> > To: >> > Sent: Wednesday, November 14, 2007 10:48 AM >> > Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing >> > hammer >> > >> > >> >>I have a fix for this going out in a little while. >> >> >> >> -Mike >> > >> > - Original Message - >> > From: "Tobias Kammersgaard" >> > To: >> > Sent: Wednesday, November 14, 2007 7:22 AM >> > Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing >> > hammer >> > >> >> Loads of people are getting this. Extracting the advisor.jpg from >> >> source >> >> models.gcf and placing it in %vproject%\models\ fixes it for some >> >> people. >> >> Disabling it, or use EP2 configurations seems to be the only other >> >> alternatives :-( >> >> >> >> /ProZak >> >> >> >> >> >> On 14/11/2007, Kevin Ottalini wrote: >> >> >> >>> For some reason the EP1 hammer internal model browser has started >> >>> crashing >> >>> hammer, no error message at all, hammer just disappears. >> >>> >> >>> Looking in the event viewer I get: >> >>> Faulting application hammer.exe, version 0.0.0.0, faulting module >> >>> vgui2.dll, >> >>> version 3.0.0.1, fault address 0x0002ed97. >> >>> >> >>> The EP2 Hammer internal model browser is working fine though and the >> >>> SDK >> >>> external model browser appears to work ok. >> >>> >> >>> Is anyone else seeing this? >> > >> > >> > ___ >> > 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 > ___ 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] Cant create source mod
Hello i?m currently encountering a major problem i cant create a mod. i start sourcesdk and it doesn?t do anything. the cpu load goes up and then steam stops doing anything. anyone has this problem too? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EP1 Hammer internal model browser crashing hammer
both the SDK model viewer and the in-hammer model viewer for both EP1 and EP2 Hammer are working for me now. Thank you Mike. - Original Message - From: "Matt Stafford" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 7:55 PM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer This fixes the Hammer crash but the model viewer is still rooted for me :( On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote: looks like the sdk update was just released. - Original Message - From: "Kevin Ottalini" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 11:40 AM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer >I tried that "Advisor" fix earlier but it doesn't work. > > Thanks Mike. > > > - Original Message - > From: "Mike Durand" <[EMAIL PROTECTED]> > To: > Sent: Wednesday, November 14, 2007 10:48 AM > Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing > hammer > > >>I have a fix for this going out in a little while. >> >> -Mike > > - Original Message - > From: "Tobias Kammersgaard" > To: > Sent: Wednesday, November 14, 2007 7:22 AM > Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing > hammer > >> Loads of people are getting this. Extracting the advisor.jpg from >> source >> models.gcf and placing it in %vproject%\models\ fixes it for some >> people. >> Disabling it, or use EP2 configurations seems to be the only other >> alternatives :-( >> >> /ProZak >> >> >> On 14/11/2007, Kevin Ottalini wrote: >> >>> For some reason the EP1 hammer internal model browser has started >>> crashing >>> hammer, no error message at all, hammer just disappears. >>> >>> Looking in the event viewer I get: >>> Faulting application hammer.exe, version 0.0.0.0, faulting module >>> vgui2.dll, >>> version 3.0.0.1, fault address 0x0002ed97. >>> >>> The EP2 Hammer internal model browser is working fine though and the >>> SDK >>> external model browser appears to work ok. >>> >>> Is anyone else seeing this? > > > ___ > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Dynamically creating material including text
This allows you to set every pixel in your material at run-time so it would work for rendering text on a material with a bit of effort. Once you know what your text needs to be you could make a bitmap containing your text rendered in whatever font and color you like and plug in the values of that bitmap whenever CProceduralRegenerator::RegenerateTextureBits() is called. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Sent: Thursday, November 15, 2007 10:20 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dynamically creating material including text -- [ Picked text/plain from multipart/alternative ] Thx Mike. I'll read that again and again. At the moment I don't understand everything. I hope I can write text using this method but I'm not sure. 2007/11/15, Mike Durand <[EMAIL PROTECTED]>: > > Try this: > > http://developer.valvesoftware.com/wiki/Procedural_Materials > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Janek > Sent: Thursday, November 15, 2007 7:45 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Dynamically creating material including text > > -- > [ Picked text/plain from multipart/alternative ] > Hi all, > > I would like to know if it is possible to dynamically create a > clean IMaterial (client side only) in which I write some texts which can > be > an argument like "My text" or whatever. > I know the materials->FindMaterial( name, group ) which is using an > exisiting material. What I want is to create my own one dynamically coz > I > don't know what text will be in this material. > > Any idea ? > -- > > ___ > 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 > > -- --- [EMAIL PROTECTED] -- ___ 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] Dynamically creating material including text
-- [ Picked text/plain from multipart/alternative ] Thx Mike. I'll read that again and again. At the moment I don't understand everything. I hope I can write text using this method but I'm not sure. 2007/11/15, Mike Durand <[EMAIL PROTECTED]>: > > Try this: > > http://developer.valvesoftware.com/wiki/Procedural_Materials > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Janek > Sent: Thursday, November 15, 2007 7:45 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Dynamically creating material including text > > -- > [ Picked text/plain from multipart/alternative ] > Hi all, > > I would like to know if it is possible to dynamically create a > clean IMaterial (client side only) in which I write some texts which can > be > an argument like "My text" or whatever. > I know the materials->FindMaterial( name, group ) which is using an > exisiting material. What I want is to create my own one dynamically coz > I > don't know what text will be in this material. > > Any idea ? > -- > > ___ > 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 > > -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Dynamically creating material including text
Try this: http://developer.valvesoftware.com/wiki/Procedural_Materials -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Sent: Thursday, November 15, 2007 7:45 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Dynamically creating material including text -- [ Picked text/plain from multipart/alternative ] Hi all, I would like to know if it is possible to dynamically create a clean IMaterial (client side only) in which I write some texts which can be an argument like "My text" or whatever. I know the materials->FindMaterial( name, group ) which is using an exisiting material. What I want is to create my own one dynamically coz I don't know what text will be in this material. Any idea ? -- ___ 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] Proper mod versioning?
Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Dynamically creating material including text
-- [ Picked text/plain from multipart/alternative ] Hi all, I would like to know if it is possible to dynamically create a clean IMaterial (client side only) in which I write some texts which can be an argument like "My text" or whatever. I know the materials->FindMaterial( name, group ) which is using an exisiting material. What I want is to create my own one dynamically coz I don't know what text will be in this material. Any idea ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EP1 Hammer internal model browser crashing hammer
Model Viewer is working for me now, Give yours another go. On Nov 15, 2007 8:58 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote: > Hammer is working now without "Advisor fix" but the vgui model viewer is > still broken. Hammer shuts down without any messages when I try to start > the model viewer. > > Why does the source sdk "news" link in steam always give me "Source SDK > Update from September 14 in 2006" when the sdk is updated? And "View > update news" currently states August 4, 2006 as the Current Release? > > -archy > > > Matt Stafford wrote: > > This fixes the Hammer crash but the model viewer is still rooted for me :( > > > > On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote: > > > >> looks like the sdk update was just released. > >> > >> > >> - Original Message - > >> From: "Kevin Ottalini" <[EMAIL PROTECTED]> > >> To: > >> > >> Sent: Wednesday, November 14, 2007 11:40 AM > >> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer > >> > >> > >> > >>> I tried that "Advisor" fix earlier but it doesn't work. > >>> > >>> Thanks Mike. > >>> > >>> > >>> - Original Message - > >>> From: "Mike Durand" <[EMAIL PROTECTED]> > >>> To: > >>> Sent: Wednesday, November 14, 2007 10:48 AM > >>> Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer > >>> > >>> > >>> > I have a fix for this going out in a little while. > > -Mike > > >>> - Original Message - > >>> From: "Tobias Kammersgaard" > >>> To: > >>> Sent: Wednesday, November 14, 2007 7:22 AM > >>> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer > >>> > >>> > Loads of people are getting this. Extracting the advisor.jpg from source > models.gcf and placing it in %vproject%\models\ fixes it for some people. > Disabling it, or use EP2 configurations seems to be the only other > alternatives :-( > > /ProZak > > > On 14/11/2007, Kevin Ottalini wrote: > > > > For some reason the EP1 hammer internal model browser has started > > crashing > > hammer, no error message at all, hammer just disappears. > > > > Looking in the event viewer I get: > > Faulting application hammer.exe, version 0.0.0.0, faulting module > > vgui2.dll, > > version 3.0.0.1, fault address 0x0002ed97. > > > > The EP2 Hammer internal model browser is working fine though and the SDK > > external model browser appears to work ok. > > > > Is anyone else seeing this? > > > >>> ___ > >>> 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 > > > > > ___ > 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] EP1 Hammer internal model browser crashing hammer
BTW I mean the VGUI Model Browser not the HLMV. On Nov 15, 2007 3:18 PM, Josh Marshall <[EMAIL PROTECTED]> wrote: > Model Viewer is working for me now, Give yours another go. > > > On Nov 15, 2007 8:58 AM, Julian Moschüring <[EMAIL PROTECTED]> wrote: > > Hammer is working now without "Advisor fix" but the vgui model viewer is > > still broken. Hammer shuts down without any messages when I try to start > > the model viewer. > > > > Why does the source sdk "news" link in steam always give me "Source SDK > > Update from September 14 in 2006" when the sdk is updated? And "View > > update news" currently states August 4, 2006 as the Current Release? > > > > -archy > > > > > > Matt Stafford wrote: > > > This fixes the Hammer crash but the model viewer is still rooted for me :( > > > > > > On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote: > > > > > >> looks like the sdk update was just released. > > >> > > >> > > >> - Original Message - > > >> From: "Kevin Ottalini" <[EMAIL PROTECTED]> > > >> To: > > >> > > >> Sent: Wednesday, November 14, 2007 11:40 AM > > >> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer > > >> > > >> > > >> > > >>> I tried that "Advisor" fix earlier but it doesn't work. > > >>> > > >>> Thanks Mike. > > >>> > > >>> > > >>> - Original Message - > > >>> From: "Mike Durand" <[EMAIL PROTECTED]> > > >>> To: > > >>> Sent: Wednesday, November 14, 2007 10:48 AM > > >>> Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing > > >>> hammer > > >>> > > >>> > > >>> > > I have a fix for this going out in a little while. > > > > -Mike > > > > >>> - Original Message - > > >>> From: "Tobias Kammersgaard" > > >>> To: > > >>> Sent: Wednesday, November 14, 2007 7:22 AM > > >>> Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing > > >>> hammer > > >>> > > >>> > > Loads of people are getting this. Extracting the advisor.jpg from > > source > > models.gcf and placing it in %vproject%\models\ fixes it for some > > people. > > Disabling it, or use EP2 configurations seems to be the only other > > alternatives :-( > > > > /ProZak > > > > > > On 14/11/2007, Kevin Ottalini wrote: > > > > > > > For some reason the EP1 hammer internal model browser has started > > > crashing > > > hammer, no error message at all, hammer just disappears. > > > > > > Looking in the event viewer I get: > > > Faulting application hammer.exe, version 0.0.0.0, faulting module > > > vgui2.dll, > > > version 3.0.0.1, fault address 0x0002ed97. > > > > > > The EP2 Hammer internal model browser is working fine though and the > > > SDK > > > external model browser appears to work ok. > > > > > > Is anyone else seeing this? > > > > > >>> ___ > > >>> 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 > > > > > > > > > ___ > > 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] Blending into and out of an animation using BaseAnimatingOverlay
I'm out of ideas then. As long as the animation had blending rules in the qc it always worked for us. Sorry I couldn't be more helpful, someone else might know. On Nov 14, 2007 10:48 PM, Christopher Harris <[EMAIL PROTECTED]> wrote: > Not using any new animations, just base hl2 npc ones, which our models are > setup to refrence undecompiled the npc animation models. Decompiling them > does not work because gestures do not decompile properly if there is more > than one, plus other problems with the formatting of gesture blocks, etc. > > - Original Message - > From: "Ryan Sheffer" <[EMAIL PROTECTED]> > To: > Sent: Thursday, November 15, 2007 1:39 AM > Subject: Re: [hlcoders] Blending into and out of an animation using > BaseAnimatingOverlay > > > Do your new animations have 'blend' in the qc? > > On Nov 14, 2007 9:24 PM, Christopher Harris <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > I have developed an emote system which works perfectly except that I am > > unable to figure out how to get my animations to blend in and out like you > > can do in model viewer by moving the slider. As it is now I am using > > BaseAnimatingOverlay functions. I have tried using the GestureAnimation > > function as well as a LayeredAnimation function. Neither have worked. > > > > For the LayeredAnimation I had to afterwards go through and get my > > animation layer that I added from the player and set it up to kill itself > > when finished and not loop, etc. I tried the blendin and blendout options > > but didnt affect anything I could see. > > > > The animations we use are a mix of animations from hl2. Some are gestures > > and others are just full body sequences. > > > > Thanks for your help > > Chris > > -- > > > > > > ___ > > 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
Re: [hlcoders] EP1 Hammer internal model browser crashing hammer
Hammer is working now without "Advisor fix" but the vgui model viewer is still broken. Hammer shuts down without any messages when I try to start the model viewer. Why does the source sdk "news" link in steam always give me "Source SDK Update from September 14 in 2006" when the sdk is updated? And "View update news" currently states August 4, 2006 as the Current Release? -archy Matt Stafford wrote: This fixes the Hammer crash but the model viewer is still rooted for me :( On Nov 15, 2007 2:12 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote: looks like the sdk update was just released. - Original Message - From: "Kevin Ottalini" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 11:40 AM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer I tried that "Advisor" fix earlier but it doesn't work. Thanks Mike. - Original Message - From: "Mike Durand" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 14, 2007 10:48 AM Subject: RE: [hlcoders] EP1 Hammer internal model browser crashing hammer I have a fix for this going out in a little while. -Mike - Original Message - From: "Tobias Kammersgaard" To: Sent: Wednesday, November 14, 2007 7:22 AM Subject: Re: [hlcoders] EP1 Hammer internal model browser crashing hammer Loads of people are getting this. Extracting the advisor.jpg from source models.gcf and placing it in %vproject%\models\ fixes it for some people. Disabling it, or use EP2 configurations seems to be the only other alternatives :-( /ProZak On 14/11/2007, Kevin Ottalini wrote: For some reason the EP1 hammer internal model browser has started crashing hammer, no error message at all, hammer just disappears. Looking in the event viewer I get: Faulting application hammer.exe, version 0.0.0.0, faulting module vgui2.dll, version 3.0.0.1, fault address 0x0002ed97. The EP2 Hammer internal model browser is working fine though and the SDK external model browser appears to work ok. Is anyone else seeing this? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders