RE: [hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Hmm problem is now it seems to be clipping on something and that the panel
is see through.

http://lodle.net/test0001.jpg

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Thursday, November 29, 2007 3:13 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] vgui panels on models

Cool, cheers lodle

Mark Chandler wrote:
> Well I got it working. Seems the creat function for it was stuffed so I
> recoded it and it works. Now just have to kill the modeler who thought it
> was a good idea to rotate the bone im using for the attachment.
>
> Ill add it to the wiki once im done.
>
> Mark [lodle]
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Ritchie
> Sent: Thursday, November 29, 2007 8:58 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] vgui panels on models
>
> --
> [ Picked text/plain from multipart/alternative ]
> The code wasn't written by me for our watches, but we no longer use them
so
> I'm sure Jon won't mind me sharing :S But ours are pretty much setup the
> exact same way tutorial shows, now this could be an error on our part
> because the original to Ep1 merge wasn't as clean as it could have been
but
> our  watch panel definatley works on the Ep1 engine.
>
> It works fairly well, our modeller removed the acctually wrist watch model
> and I can't find an old screenshot but here it is in action.
>
> http://www.namit.org/~bush/rnl/rnl_field0069.jpg
>
> again it's just using CVGuiScreenPanel as it's parent like the tutorial
> does.
>
> class CWatchScreen : public CVGuiScreenPanel
> --
>
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Re: [hlcoders] vgui panels on models

2007-11-28 Thread Tom Leighton

Cool, cheers lodle

Mark Chandler wrote:

Well I got it working. Seems the creat function for it was stuffed so I
recoded it and it works. Now just have to kill the modeler who thought it
was a good idea to rotate the bone im using for the attachment.

Ill add it to the wiki once im done.

Mark [lodle]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Ritchie
Sent: Thursday, November 29, 2007 8:58 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] vgui panels on models

--
[ Picked text/plain from multipart/alternative ]
The code wasn't written by me for our watches, but we no longer use them so
I'm sure Jon won't mind me sharing :S But ours are pretty much setup the
exact same way tutorial shows, now this could be an error on our part
because the original to Ep1 merge wasn't as clean as it could have been but
our  watch panel definatley works on the Ep1 engine.

It works fairly well, our modeller removed the acctually wrist watch model
and I can't find an old screenshot but here it is in action.

http://www.namit.org/~bush/rnl/rnl_field0069.jpg

again it's just using CVGuiScreenPanel as it's parent like the tutorial
does.

class CWatchScreen : public CVGuiScreenPanel
--

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RE: [hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Well I got it working. Seems the creat function for it was stuffed so I
recoded it and it works. Now just have to kill the modeler who thought it
was a good idea to rotate the bone im using for the attachment.

Ill add it to the wiki once im done.

Mark [lodle]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Ritchie
Sent: Thursday, November 29, 2007 8:58 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] vgui panels on models

--
[ Picked text/plain from multipart/alternative ]
The code wasn't written by me for our watches, but we no longer use them so
I'm sure Jon won't mind me sharing :S But ours are pretty much setup the
exact same way tutorial shows, now this could be an error on our part
because the original to Ep1 merge wasn't as clean as it could have been but
our  watch panel definatley works on the Ep1 engine.

It works fairly well, our modeller removed the acctually wrist watch model
and I can't find an old screenshot but here it is in action.

http://www.namit.org/~bush/rnl/rnl_field0069.jpg

again it's just using CVGuiScreenPanel as it's parent like the tutorial
does.

class CWatchScreen : public CVGuiScreenPanel
--

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Re: [hlcoders] vgui panels on models

2007-11-28 Thread Andrew Ritchie
--
[ Picked text/plain from multipart/alternative ]
The code wasn't written by me for our watches, but we no longer use them so
I'm sure Jon won't mind me sharing :S But ours are pretty much setup the
exact same way tutorial shows, now this could be an error on our part
because the original to Ep1 merge wasn't as clean as it could have been but
our  watch panel definatley works on the Ep1 engine.

It works fairly well, our modeller removed the acctually wrist watch model
and I can't find an old screenshot but here it is in action.

http://www.namit.org/~bush/rnl/rnl_field0069.jpg

again it's just using CVGuiScreenPanel as it's parent like the tutorial
does.

class CWatchScreen : public CVGuiScreenPanel
--

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[hlcoders] vgui panels on models

2007-11-28 Thread Mulchman
We used material proxies.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Wednesday, November 28, 2007 14:17
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] vgui panels on models

I also tried getting a vgui panel to appear on a weapon view model and
gave up quickly and used an animated texture instead.  I think the
problem has something to do with having to link your vgui class name
with the text file which lists all vgui panels that can be used with the
vgui entity.  You might try asking the Fortress Forever team how they
managed to put the ammo counter on their weapon.

Mark Chandler wrote:
> Tried it in map and it works fine on a vgui_screen. Just wont show on the
> watch.
>
> http://lodle.net/test.jpg
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
> Sent: Thursday, November 29, 2007 6:38 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] vgui panels on models
>
> Hi guys,
>
> Been messing around with vgui panels and im trying to get one to show on a
> model (of a watch). Now I followed the tutorial at wavelength
> (http://articles.thewavelength.net/675/) mind you it's a tad old and it
> didn't compile. Going back over the code I saw you had to add a define for
> it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for
> the client (so I assumed the server creates a temp entity for it then
sends
> all info to the player). Now this is done and its calling the panels think
> function but there is no panel on the screen.
>
> I checked the mount points in model viewer and they are where they are
meant
> to be and everything else looks correct. Any ideas on how to fix it?
>
> Think the code base is the advanced but im not to sure.
>
>
> Mark [lodle]
>
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Re: [hlcoders] vgui panels on models

2007-11-28 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Make a render target, push it and a viewport the size of the render target,
then render your vgui panel and pop the render target. Then break the face
of the watch into its own .vmt, and in that vmt for the watch use
$basetexture "whateveryoucalledtherendertarget"

That way not only can you render whatever vgui controls and stuff you want,
but you don't have to have the overlay that vgui_screen draws and you can
use whatever shader and parameters you want (for a nice env_cubemap
reflection over the screen) I've done this method before and it works great.

Regards,

Paul


On Nov 28, 2007 4:38 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:

> Hi guys,
>
> Been messing around with vgui panels and im trying to get one to show on a
> model (of a watch). Now I followed the tutorial at wavelength
> (http://articles.thewavelength.net/675/) mind you it's a tad old and it
> didn't compile. Going back over the code I saw you had to add a define for
> it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for
> the client (so I assumed the server creates a temp entity for it then
> sends
> all info to the player). Now this is done and its calling the panels think
> function but there is no panel on the screen.
>
> I checked the mount points in model viewer and they are where they are
> meant
> to be and everything else looks correct. Any ideas on how to fix it?
>
> Think the code base is the advanced but im not to sure.
>
>
> Mark [lodle]
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] vgui panels on models

2007-11-28 Thread Justin Krenz

I also tried getting a vgui panel to appear on a weapon view model and
gave up quickly and used an animated texture instead.  I think the
problem has something to do with having to link your vgui class name
with the text file which lists all vgui panels that can be used with the
vgui entity.  You might try asking the Fortress Forever team how they
managed to put the ammo counter on their weapon.

Mark Chandler wrote:

Tried it in map and it works fine on a vgui_screen. Just wont show on the
watch.

http://lodle.net/test.jpg

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Thursday, November 29, 2007 6:38 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] vgui panels on models

Hi guys,

Been messing around with vgui panels and im trying to get one to show on a
model (of a watch). Now I followed the tutorial at wavelength
(http://articles.thewavelength.net/675/) mind you it's a tad old and it
didn't compile. Going back over the code I saw you had to add a define for
it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for
the client (so I assumed the server creates a temp entity for it then sends
all info to the player). Now this is done and its calling the panels think
function but there is no panel on the screen.

I checked the mount points in model viewer and they are where they are meant
to be and everything else looks correct. Any ideas on how to fix it?

Think the code base is the advanced but im not to sure.


Mark [lodle]

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RE: [hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Tried it in map and it works fine on a vgui_screen. Just wont show on the
watch.

http://lodle.net/test.jpg

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Thursday, November 29, 2007 6:38 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] vgui panels on models

Hi guys,

Been messing around with vgui panels and im trying to get one to show on a
model (of a watch). Now I followed the tutorial at wavelength
(http://articles.thewavelength.net/675/) mind you it's a tad old and it
didn't compile. Going back over the code I saw you had to add a define for
it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for
the client (so I assumed the server creates a temp entity for it then sends
all info to the player). Now this is done and its calling the panels think
function but there is no panel on the screen.

I checked the mount points in model viewer and they are where they are meant
to be and everything else looks correct. Any ideas on how to fix it?

Think the code base is the advanced but im not to sure.


Mark [lodle]

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[hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Hi guys,

Been messing around with vgui panels and im trying to get one to show on a
model (of a watch). Now I followed the tutorial at wavelength
(http://articles.thewavelength.net/675/) mind you it's a tad old and it
didn't compile. Going back over the code I saw you had to add a define for
it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for
the client (so I assumed the server creates a temp entity for it then sends
all info to the player). Now this is done and its calling the panels think
function but there is no panel on the screen.

I checked the mount points in model viewer and they are where they are meant
to be and everything else looks correct. Any ideas on how to fix it?

Think the code base is the advanced but im not to sure.


Mark [lodle]

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Re: [hlcoders] nobody knows function that checks distance move everyframe ?

2007-11-28 Thread Jeffrey "botman" Broome

kitson foo wrote:

-- [ Picked text/plain from multipart/alternative ]

mm nobody knows how to do this or did it get missed by people >< i


Distances are usually measured by storing the starting point (Origin),
then taking the ending point and subtracting the starting point from the
ending point.  This will give you are vector between the two points.
Finding the length of this vector will give you the distance.

--
Jeffrey "botman" Broome

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Re: [hlcoders] nobody knows function that checks distance move everyframe ?

2007-11-28 Thread Nate Nichols
It seems to me that a distance measurement makes less sense than a
timer for wall running regardless.  If you use a distance-measure,
someone could just jump on the side of a wall, not move at all, and
stay there forever.

I think you may just want to use a timer (like the duck timer already
mentioned) so they can't stick to a wall indefinitely, and also kick
them off the wall if their immediate velocity drops below a certain
level.

Nate

On 28/11/2007, kitson foo <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
>
> mm nobody knows how to do this or did it get missed by people >< i need help 
> pretty bad on this topic...i want something in which lets say i run a 
> distance on a wall for 100units and then after that gravity kicks in. how 
> would that work. and how do i do something which will let me pre maturely 
> exit of the same state instead of running the full 100units. below is a small 
> chunk of codes in which i use.
>
> Vector EndPoint;trace_t tr; if( mv->m_nButtons & IN_SPEED && mv->m_nButtons & 
> IN_FORWARD ){for(i =3D 0; i < 2; i++) EndPoint[i] =3D 
> player->GetAbsOrigin()[i] + m_vecRight[i] * 24.0f; UTIL_TraceLine( 
> player->GetAbsOrigin(), EndPoint, MASK_SOLID_BRUSHONLY, NUL=L, 
> COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 ) // There is a wall 
> {//Wall Runningplayer->SetMoveType( MOVETYPE_WALL ); if ( 
> mv->m_flForwardMove> 10.0f){AddGravity();}} else {// no wallmv->m_nOldButtons 
> |=3D IN_JUMP; return false;}}
> _
> Get your free suite of Windows Live services!
> http://www.get.live.com/wl/all
> --
>
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[hlcoders] nobody knows function that checks distance move everyframe ?

2007-11-28 Thread kitson foo
--
[ Picked text/plain from multipart/alternative ]

mm nobody knows how to do this or did it get missed by people >< i need help 
pretty bad on this topic...i want something in which lets say i run a distance 
on a wall for 100units and then after that gravity kicks in. how would that 
work. and how do i do something which will let me pre maturely exit of the same 
state instead of running the full 100units. below is a small chunk of codes in 
which i use.

Vector EndPoint;trace_t tr; if( mv->m_nButtons & IN_SPEED && mv->m_nButtons & 
IN_FORWARD ){for(i =3D 0; i < 2; i++) EndPoint[i] =3D player->GetAbsOrigin()[i] 
+ m_vecRight[i] * 24.0f; UTIL_TraceLine( player->GetAbsOrigin(), EndPoint, 
MASK_SOLID_BRUSHONLY, NUL=L, COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 
) // There is a wall {//Wall Runningplayer->SetMoveType( MOVETYPE_WALL ); if ( 
mv->m_flForwardMove> 10.0f){AddGravity();}} else {// no wallmv->m_nOldButtons 
|=3D IN_JUMP; return false;}}
_
Get your free suite of Windows Live services!
http://www.get.live.com/wl/all
--

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Re: [hlcoders] vgui::surface()->DrawTexturedRect()

2007-11-28 Thread Janek
--
[ Picked text/plain from multipart/alternative ]
It is probably due to the SetHiddenBits flags. See HIDEHUD_ in
shaereddefs.h

2007/11/28, Jamie Femia <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Anyone know why equipping a weapon seems to disable this function? I use
> it
> to draw stuff on my HUD but when I equip a weapon it disappears...
> --
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--
---
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Re: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Ahh, you're right.. The bullets aren't going thru.. They;re just not
rendering any special f/x or decals. Apparently the server and client aren't
in synch when using bone_followers.
I cant wait for the new Source 2007...

- Original Message -
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 28, 2007 8:06 AM
Subject: RE: [hlcoders] RE: prop_dynamic don't have animated collision boxes


> Are you sure the bullets are going through the bone followers on the
> server?  Or do they just appear to because the client-side effects go
> through them?
>
> Anyway, I'm pretty sure I fixed all of the issues with using bone
> followers more generally like this between ep1 & ep2 (not being
> client-side, vcollide_wireframe 1 not working or not working well,
> automatic setup from a $collisionjoints qc script, some solid flag
> issues on the parent prop, maybe some others). When you get the latest
> code you should be able to merge those changes over.
>
> Jay
>
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> Tony "omega" Sergi
>> Sent: Wednesday, November 28, 2007 7:27 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] RE: prop_dynamic don't have animated
>> collision boxes
>>
>> --
>> [ Picked text/plain from multipart/alternative ] Well one
>> thing of note is that bone followers are server-side only.
>> You'll have to initialize them on the client too.
>> I had this problem a year or two ago when I was working on
>> something else.
>>
>> Off-hand, I can't answer the question directly other than
>> what I said. I'll investigate though, to come up with a
>> solution ;) -Tony
>>
>> On Nov 28, 2007 10:03 AM, Minh <[EMAIL PROTECTED]> wrote:
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ] I specified
>> > "surfaceprop metal"  in the .qc file so it should have the correct
>> > decals/special fx.
>> > Since it's a model, the surfaceproperty of the material is
>> irrelevant.
>> > Only
>> > brushes use the surfaceproperty of a material when creating
>> > decals/special fx.
>> >
>> > - Original Message -
>> > From: "Adam Donovan" <[EMAIL PROTECTED]>
>> > To: 
>> > Sent: Wednesday, November 28, 2007 5:23 AM
>> > Subject: [hlcoders] RE: prop_dynamic don't have animated collision
>> > boxes
>> >
>> >
>> > --
>> > [ Picked text/plain from multipart/alternative ] Do the bullets go
>> > right through or is it because of the material it uses
>> doesnt have a
>> > surface prop and so it doesnt seem to collide because the
>> engine isnt
>> > creating the decals/particles?  I have no idea really but
>> thats what
>> > first comes to mind adam
>> >
>> > _
>> > Your Future Starts Here. Dream it? Then be it! Find it at
>> > www.seek.com.au
>> >
>> >
>> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2
>> >
>> Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661
>> > &_r=OCT07_endtext_Future&_m=EXT
>> > --
>> >
>> > ___
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>> > please visit:
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>> >
>> >
>> > --
>> >
>> > ___
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>> >
>> >
>>
>>
>> --
>> -omega
>> --
>>
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>>
>
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RE: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Jay Stelly
Are you sure the bullets are going through the bone followers on the
server?  Or do they just appear to because the client-side effects go
through them?

Anyway, I'm pretty sure I fixed all of the issues with using bone
followers more generally like this between ep1 & ep2 (not being
client-side, vcollide_wireframe 1 not working or not working well,
automatic setup from a $collisionjoints qc script, some solid flag
issues on the parent prop, maybe some others). When you get the latest
code you should be able to merge those changes over.

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Tony "omega" Sergi
> Sent: Wednesday, November 28, 2007 7:27 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] RE: prop_dynamic don't have animated
> collision boxes
>
> --
> [ Picked text/plain from multipart/alternative ] Well one
> thing of note is that bone followers are server-side only.
> You'll have to initialize them on the client too.
> I had this problem a year or two ago when I was working on
> something else.
>
> Off-hand, I can't answer the question directly other than
> what I said. I'll investigate though, to come up with a
> solution ;) -Tony
>
> On Nov 28, 2007 10:03 AM, Minh <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ] I specified
> > "surfaceprop metal"  in the .qc file so it should have the correct
> > decals/special fx.
> > Since it's a model, the surfaceproperty of the material is
> irrelevant.
> > Only
> > brushes use the surfaceproperty of a material when creating
> > decals/special fx.
> >
> > - Original Message -
> > From: "Adam Donovan" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, November 28, 2007 5:23 AM
> > Subject: [hlcoders] RE: prop_dynamic don't have animated collision
> > boxes
> >
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Do the bullets go
> > right through or is it because of the material it uses
> doesnt have a
> > surface prop and so it doesnt seem to collide because the
> engine isnt
> > creating the decals/particles?  I have no idea really but
> thats what
> > first comes to mind adam
> >
> > _
> > Your Future Starts Here. Dream it? Then be it! Find it at
> > www.seek.com.au
> >
> >
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2
> >
> Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661
> > &_r=OCT07_endtext_Future&_m=EXT
> > --
> >
> > ___
> > 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
> >
> >
>
>
> --
> -omega
> --
>
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Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Rodrigo 'r2d2rigo' Diaz
--
[ Picked text/plain from multipart/alternative ]
AFAIK, the cvar you are referring to, is r_drawdecals: it toggles between
drawing or ignoring the decals. I *think* that decals lifetime comes from
the limit being reached, so a decal stays until it needs to be rewritten by
a new one. With r_decals you set the maximum number of decals stored at a
time, and with r_maxmodeldecal you set the max being drawn onto a model.

2007/11/28, Minh <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If I recall correctly, "r_decals" is a simple boolean that specifies
> whether
> decals get generated or not.
>
> Adam, maybe you should check out the function
> TE_Decal
> in "c_te_decal.cpp"
>
>
> or maybe the function  DecalShoot in "iefx.h"
> It seems the definition of DecalShooot is hidden from the SDK which
> might make it impossible to edit the max number of decals.
>
> - Original Message -
> From: "Rodrigo 'r2d2rigo' Diaz" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, November 28, 2007 7:00 AM
> Subject: Re: [hlcoders] RE: blood/decals/ragdolls
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Did you check r_decals and r_maxmodeldecal cvars? Maybe setting them to
> a
> > huge number is what you are searching for :P
> >
> > 2007/11/28, Adam Donovan <[EMAIL PROTECTED]>:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Sorry to pester about this again, but Im still looking for a way to get
> >> the blood decals to stay longer..I dont mean on the ragdolls just the
> >> normal
> >> blood decals that apear on players and on block work..Its for a
> >> performace
> >> using the hl2engine in a few weeks that im helping a few friends who
> know
> >> very little about hl2 stuff.
> >>
> >> There should be somewhere a lifetime setting and a maxnumber setting
> for
> >> these decals..any idea where it is?
> >> thanks girls and guys
> >> adam:)
> >>
> >> _
> >> It's simple! Sell your car for just $30 at CarPoint.com.au
> >>
> >>
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fsecure%2Dau%2Eimrworldwide%2Ecom%2Fcgi%2Dbin%2Fa%2Fci%5F450304%2Fet%5F2%2Fcg%5F801459%2Fpi%5F1004813%2Fai%5F859641&_t=762955845&_r=tig_OCT07&_m=EXT
> >> --
> >>
> >> ___
> >> 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
> >
>
> --
>
> ___
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> please visit:
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>
>
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[hlcoders] vgui::surface()->DrawTexturedRect()

2007-11-28 Thread Jamie Femia
--
[ Picked text/plain from multipart/alternative ]
Anyone know why equipping a weapon seems to disable this function? I use it
to draw stuff on my HUD but when I equip a weapon it disappears...
--

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Re: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Tony "omega" Sergi
--
[ Picked text/plain from multipart/alternative ]
Well one thing of note is that bone followers are server-side only.
You'll have to initialize them on the client too.
I had this problem a year or two ago when I was working on something else.

Off-hand, I can't answer the question directly other than what I said. I'll
investigate though, to come up with a solution ;)
-Tony

On Nov 28, 2007 10:03 AM, Minh <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I specified "surfaceprop metal"  in the .qc file so it should have the
> correct decals/special fx.
> Since it's a model, the surfaceproperty of the material is irrelevant.
> Only
> brushes use the surfaceproperty of a material when creating decals/special
> fx.
>
> - Original Message -
> From: "Adam Donovan" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, November 28, 2007 5:23 AM
> Subject: [hlcoders] RE: prop_dynamic don't have animated collision boxes
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> Do the bullets go right through or is it because of the material it uses
> doesnt have a surface prop and so it doesnt seem to collide because the
> engine isnt creating the decals/particles?  I have no idea really but
> thats
> what first comes to mind
> adam
>
> _
> Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
>
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=OCT07_endtext_Future&_m=EXT
> --
>
> ___
> 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
>
>


--
-omega
--

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Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
If I recall correctly, "r_decals" is a simple boolean that specifies whether
decals get generated or not.

Adam, maybe you should check out the function
TE_Decal
in "c_te_decal.cpp"


or maybe the function  DecalShoot in "iefx.h"
It seems the definition of DecalShooot is hidden from the SDK which
might make it impossible to edit the max number of decals.

- Original Message -
From: "Rodrigo 'r2d2rigo' Diaz" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 28, 2007 7:00 AM
Subject: Re: [hlcoders] RE: blood/decals/ragdolls


> --
> [ Picked text/plain from multipart/alternative ]
> Did you check r_decals and r_maxmodeldecal cvars? Maybe setting them to a
> huge number is what you are searching for :P
>
> 2007/11/28, Adam Donovan <[EMAIL PROTECTED]>:
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Sorry to pester about this again, but Im still looking for a way to get
>> the blood decals to stay longer..I dont mean on the ragdolls just the
>> normal
>> blood decals that apear on players and on block work..Its for a
>> performace
>> using the hl2engine in a few weeks that im helping a few friends who know
>> very little about hl2 stuff.
>>
>> There should be somewhere a lifetime setting and a maxnumber setting for
>> these decals..any idea where it is?
>> thanks girls and guys
>> adam:)
>>
>> _
>> It's simple! Sell your car for just $30 at CarPoint.com.au
>>
>> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fsecure%2Dau%2Eimrworldwide%2Ecom%2Fcgi%2Dbin%2Fa%2Fci%5F450304%2Fet%5F2%2Fcg%5F801459%2Fpi%5F1004813%2Fai%5F859641&_t=762955845&_r=tig_OCT07&_m=EXT
>> --
>>
>> ___
>> 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:
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>

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Re: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
I specified "surfaceprop metal"  in the .qc file so it should have the
correct decals/special fx.
Since it's a model, the surfaceproperty of the material is irrelevant. Only
brushes use the surfaceproperty of a material when creating decals/special
fx.

- Original Message -
From: "Adam Donovan" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 28, 2007 5:23 AM
Subject: [hlcoders] RE: prop_dynamic don't have animated collision boxes


--
[ Picked text/plain from multipart/alternative ]
Do the bullets go right through or is it because of the material it uses
doesnt have a surface prop and so it doesnt seem to collide because the
engine isnt creating the decals/particles?  I have no idea really but thats
what first comes to mind
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=OCT07_endtext_Future&_m=EXT
--

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--

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Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Rodrigo 'r2d2rigo' Diaz
--
[ Picked text/plain from multipart/alternative ]
Did you check r_decals and r_maxmodeldecal cvars? Maybe setting them to a
huge number is what you are searching for :P

2007/11/28, Adam Donovan <[EMAIL PROTECTED]>:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry to pester about this again, but Im still looking for a way to get
> the blood decals to stay longer..I dont mean on the ragdolls just the normal
> blood decals that apear on players and on block work..Its for a performace
> using the hl2engine in a few weeks that im helping a few friends who know
> very little about hl2 stuff.
>
> There should be somewhere a lifetime setting and a maxnumber setting for
> these decals..any idea where it is?
> thanks girls and guys
> adam:)
>
> _
> It's simple! Sell your car for just $30 at CarPoint.com.au
>
> http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fsecure%2Dau%2Eimrworldwide%2Ecom%2Fcgi%2Dbin%2Fa%2Fci%5F450304%2Fet%5F2%2Fcg%5F801459%2Fpi%5F1004813%2Fai%5F859641&_t=762955845&_r=tig_OCT07&_m=EXT
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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[hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Adam Donovan
--
[ Picked text/plain from multipart/alternative ]
Do the bullets go right through or is it because of the material it uses doesnt 
have a surface prop and so it doesnt seem to collide because the engine isnt 
creating the decals/particles?  I have no idea really but thats what first 
comes to mind
adam

_
Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=OCT07_endtext_Future&_m=EXT
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[hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Adam Donovan
--
[ Picked text/plain from multipart/alternative ]
Sorry to pester about this again, but Im still looking for a way to get the 
blood decals to stay longer..I dont mean on the ragdolls just the normal blood 
decals that apear on players and on block work..Its for a performace using the 
hl2engine in a few weeks that im helping a few friends who know very little 
about hl2 stuff.

There should be somewhere a lifetime setting and a maxnumber setting for these 
decals..any idea where it is?
thanks girls and guys
adam:)

_
It's simple! Sell your car for just $30 at CarPoint.com.au
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fsecure%2Dau%2Eimrworldwide%2Ecom%2Fcgi%2Dbin%2Fa%2Fci%5F450304%2Fet%5F2%2Fcg%5F801459%2Fpi%5F1004813%2Fai%5F859641&_t=762955845&_r=tig_OCT07&_m=EXT
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