Re: [hlcoders] Unintended Rotation of Parented Props
Try pFlag->FollowEntity(pPlayer, false); -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Stelly Sent: Sunday, 5 July 2009 4:13 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Unintended Rotation of Parented Props I'm not looking at the code at the moment but as I recall you can add an attachment to the player and use SetParentAttachment() to put it in hierarchy with any of the player's skeleton's coordinate systems. There's also an example prop with behavior like you want: prop_dynamic_ornament or prop_ornament as I recall. Jay > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of > Kohan Venets > Sent: Saturday, July 04, 2009 10:57 PM > To: hlcoders > Subject: Re: [hlcoders] Unintended Rotation of Parented Props > > > Uh... How would I do that? To clarify, I mean that the flag > rotates *around the player*. As in, it hovers 100 units > above the player's head when the player is looking forward, > and if the player is looking straight down it hovers 100 > units directly in front of the player. It rotates with the > player as its center. > > -Kohan > > > Jorge Rodriguez said: > > > > You can override the render angles on the client. > > > > -- > > Jorge "Vino" Rodriguez > > > > > > Kohan Venets said: > > > I have a flag prop which, when picked up by the player, > is supposed > > > to > hover over their head. Unfortunately, setting the player as > the parent of the flag causes the flag to rotate with the > player's view. Is there any way to attach it to the player's > position without preserving the player's rotation? Thanks. > > > > > > -Kohan > _ > Lauren found her dream laptop. Find the PC that's right for you. > http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 > ___ > 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] Unintended Rotation of Parented Props
I'm not looking at the code at the moment but as I recall you can add an attachment to the player and use SetParentAttachment() to put it in hierarchy with any of the player's skeleton's coordinate systems. There's also an example prop with behavior like you want: prop_dynamic_ornament or prop_ornament as I recall. Jay > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of > Kohan Venets > Sent: Saturday, July 04, 2009 10:57 PM > To: hlcoders > Subject: Re: [hlcoders] Unintended Rotation of Parented Props > > > Uh... How would I do that? To clarify, I mean that the flag > rotates *around the player*. As in, it hovers 100 units > above the player's head when the player is looking forward, > and if the player is looking straight down it hovers 100 > units directly in front of the player. It rotates with the > player as its center. > > -Kohan > > > Jorge Rodriguez said: > > > > You can override the render angles on the client. > > > > -- > > Jorge "Vino" Rodriguez > > > > > > Kohan Venets said: > > > I have a flag prop which, when picked up by the player, > is supposed > > > to > hover over their head. Unfortunately, setting the player as > the parent of the flag causes the flag to rotate with the > player's view. Is there any way to attach it to the player's > position without preserving the player's rotation? Thanks. > > > > > > -Kohan > _ > Lauren found her dream laptop. Find the PC that's right for you. > http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 > ___ > 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] Unintended Rotation of Parented Props
Uh... How would I do that? To clarify, I mean that the flag rotates *around the player*. As in, it hovers 100 units above the player's head when the player is looking forward, and if the player is looking straight down it hovers 100 units directly in front of the player. It rotates with the player as its center. -Kohan Jorge Rodriguez said: > > You can override the render angles on the client. > > -- > Jorge "Vino" Rodriguez > > > Kohan Venets said: > > I have a flag prop which, when picked up by the player, is supposed to hover over their head. Unfortunately, setting the player as the parent of the flag causes the flag to rotate with the player's view. Is there any way to attach it to the player's position without preserving the player's rotation? Thanks. > > > > -Kohan _ Lauren found her dream laptop. Find the PC that’s right for you. http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rendering Z-Depth Pass's in TF2?
No. In reality Valve uses their money printing machine and both Valve and Garry get $20 each. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hopwire Vortex issues - Need a little help
Jonas 'Sortie' Termansen wrote: > Well, you don't check if pRagdollPhys is a NULL-pointer. > > - Original Message - > From: "Kyle Gospodnetich" > To: "Discussion of Half-Life Programming" > Sent: Sunday, July 05, 2009 3:25 AM > Subject: [hlcoders] Hopwire Vortex issues - Need a little help > > > >> Hello everyone. I'm working on a new weapon for a little project of >> mine, and I decided that the hopwire's vortex effect would be perfect >> for it's secondary attack. The problem is, when the hopwire goes off, it >> crashes if a player is too close to it. This problem is only present on >> the orange box engine, as a clean EP1 engine compile seems to work just >> fine. According to the dumps, this is the line that's crashing. >> >> grenade_hopwire.cpp >>// Ragdolls need to report the sum of all their parts >>CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnt ); >>if ( pRagdoll != NULL ) >>{ >>// Find the aggregate mass of the whole ragdoll >>ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll(); >>for ( int j = 0; j < pRagdollPhys->listCount; ++j ) >>{ >>m_flMass += pRagdollPhys->list[j].pObject->GetMass(); >>} >>} >>else >>{ >>// Otherwise we just take the normal mass >>>>m_flMass += pPhysObject->GetMass(); >>} >> >> It's giving a negative mass. What's weird is, even if I hard code the >> mass ( m_flMass = 1; ) , it still crashes with a negative mass. >> >> ___ >> 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 > > > This is stock Valve made code, and it works fine in EP1. I will add that though, thanks for the tip. Anyway, I've figured out my problem. It was the vortex attempting to influence the player's model (I have the model visible in first person). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hopwire Vortex issues - Need a little help
Well, you don't check if pRagdollPhys is a NULL-pointer. - Original Message - From: "Kyle Gospodnetich" To: "Discussion of Half-Life Programming" Sent: Sunday, July 05, 2009 3:25 AM Subject: [hlcoders] Hopwire Vortex issues - Need a little help > Hello everyone. I'm working on a new weapon for a little project of > mine, and I decided that the hopwire's vortex effect would be perfect > for it's secondary attack. The problem is, when the hopwire goes off, it > crashes if a player is too close to it. This problem is only present on > the orange box engine, as a clean EP1 engine compile seems to work just > fine. According to the dumps, this is the line that's crashing. > > grenade_hopwire.cpp >// Ragdolls need to report the sum of all their parts >CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnt ); >if ( pRagdoll != NULL ) >{ >// Find the aggregate mass of the whole ragdoll >ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll(); >for ( int j = 0; j < pRagdollPhys->listCount; ++j ) >{ >m_flMass += pRagdollPhys->list[j].pObject->GetMass(); >} >} >else >{ >// Otherwise we just take the normal mass >>>m_flMass += pPhysObject->GetMass(); >} > > It's giving a negative mass. What's weird is, even if I hard code the > mass ( m_flMass = 1; ) , it still crashes with a negative mass. > > ___ > 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] Hopwire Vortex issues - Need a little help
Hello everyone. I'm working on a new weapon for a little project of mine, and I decided that the hopwire's vortex effect would be perfect for it's secondary attack. The problem is, when the hopwire goes off, it crashes if a player is too close to it. This problem is only present on the orange box engine, as a clean EP1 engine compile seems to work just fine. According to the dumps, this is the line that's crashing. grenade_hopwire.cpp // Ragdolls need to report the sum of all their parts CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnt ); if ( pRagdoll != NULL ) { // Find the aggregate mass of the whole ragdoll ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll(); for ( int j = 0; j < pRagdollPhys->listCount; ++j ) { m_flMass += pRagdollPhys->list[j].pObject->GetMass(); } } else { // Otherwise we just take the normal mass >>m_flMass += pPhysObject->GetMass(); } It's giving a negative mass. What's weird is, even if I hard code the mass ( m_flMass = 1; ) , it still crashes with a negative mass. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rendering Z-Depth Pass's in TF2?
Wait, he didn't get the whole $10 though, doesn't it split 50/50 between him and valve? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Saturday, July 04, 2009 5:55 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Rendering Z-Depth Pass's in TF2? And mine! =[ =[ =[ Let's mug him! 2009/7/4 Matt Hoffman : > Yeah I don't need it in GMod, I need them in TF2. You've already gotten my > 10bux. > > On Sat, Jul 4, 2009 at 1:13 PM, Garry Newman wrote: > >> Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots >> you could ever want! >> garry >> >> On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery < >> harry101jeff...@googlemail.com> wrote: >> >> > H... create a lookalike mod with tf2 content mounted and ask garry >> > how to do DOF blur? >> > >> > 2009/7/4 Matt Hoffman : >> > > Well I'm sure that's now how Valve does it, so now i"m curious as to >> how >> > > they do it for the Meet the Shorts. Maybe it's part of the Source >> > Filmmaker >> > > toolkit... *cough* >> > > >> > > As to the tracelines: Guh that sounds painful for 30 fps... Probably >> not >> > > even worth it in even the shortest scene. >> > > >> > > >> > > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery < >> > > harry101jeff...@googlemail.com> wrote: >> > > >> > >> You could do a server plugin that does tracelines and produces a shade >> > >> of white from (0-255) based on distance. >> > >> >> > >> That would be (1024*768) tracelines though. So cpu usage could be fun. >> > >> >> > >> 2009/7/4 Matt Hoffman : >> > >> > I don't suppose there is any way to have TF2 render a z-depth pass ( >> > >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One >> > grabbed >> > >> off >> > >> > of google). >> > >> > >> > >> > What it would be useful for is post DOF. As far as I know there's no >> > way >> > >> to >> > >> > do DOF in TF2 by default, so I was wondering if there was some >> shader >> > or >> > >> > plugin or anything that could render a pass of the scene like this. >> > >> > >> > >> > >> > >> > Ever hopefull, >> > >> > >> > >> > -Matt >> > >> > ___ >> > >> > 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 > > ___ 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] Unintended Rotation of Parented Props
You can override the render angles on the client. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Unintended Rotation of Parented Props
I have a flag prop which, when picked up by the player, is supposed to hover over their head. Unfortunately, setting the player as the parent of the flag causes the flag to rotate with the player's view. Is there any way to attach it to the player's position without preserving the player's rotation? Thanks. -Kohan _ Windows Live™ SkyDrive™: Get 25 GB of free online storage. http://windowslive.com/online/skydrive?ocid=TXT_TAGLM_WL_SD_25GB_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rendering Z-Depth Pass's in TF2?
And mine! =[ =[ =[ Let's mug him! 2009/7/4 Matt Hoffman : > Yeah I don't need it in GMod, I need them in TF2. You've already gotten my > 10bux. > > On Sat, Jul 4, 2009 at 1:13 PM, Garry Newman wrote: > >> Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots >> you could ever want! >> garry >> >> On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery < >> harry101jeff...@googlemail.com> wrote: >> >> > H... create a lookalike mod with tf2 content mounted and ask garry >> > how to do DOF blur? >> > >> > 2009/7/4 Matt Hoffman : >> > > Well I'm sure that's now how Valve does it, so now i"m curious as to >> how >> > > they do it for the Meet the Shorts. Maybe it's part of the Source >> > Filmmaker >> > > toolkit... *cough* >> > > >> > > As to the tracelines: Guh that sounds painful for 30 fps... Probably >> not >> > > even worth it in even the shortest scene. >> > > >> > > >> > > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery < >> > > harry101jeff...@googlemail.com> wrote: >> > > >> > >> You could do a server plugin that does tracelines and produces a shade >> > >> of white from (0-255) based on distance. >> > >> >> > >> That would be (1024*768) tracelines though. So cpu usage could be fun. >> > >> >> > >> 2009/7/4 Matt Hoffman : >> > >> > I don't suppose there is any way to have TF2 render a z-depth pass ( >> > >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One >> > grabbed >> > >> off >> > >> > of google). >> > >> > >> > >> > What it would be useful for is post DOF. As far as I know there's no >> > way >> > >> to >> > >> > do DOF in TF2 by default, so I was wondering if there was some >> shader >> > or >> > >> > plugin or anything that could render a pass of the scene like this. >> > >> > >> > >> > >> > >> > Ever hopefull, >> > >> > >> > >> > -Matt >> > >> > ___ >> > >> > 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rendering Z-Depth Pass's in TF2?
Yeah I don't need it in GMod, I need them in TF2. You've already gotten my 10bux. On Sat, Jul 4, 2009 at 1:13 PM, Garry Newman wrote: > Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots > you could ever want! > garry > > On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery < > harry101jeff...@googlemail.com> wrote: > > > H... create a lookalike mod with tf2 content mounted and ask garry > > how to do DOF blur? > > > > 2009/7/4 Matt Hoffman : > > > Well I'm sure that's now how Valve does it, so now i"m curious as to > how > > > they do it for the Meet the Shorts. Maybe it's part of the Source > > Filmmaker > > > toolkit... *cough* > > > > > > As to the tracelines: Guh that sounds painful for 30 fps... Probably > not > > > even worth it in even the shortest scene. > > > > > > > > > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery < > > > harry101jeff...@googlemail.com> wrote: > > > > > >> You could do a server plugin that does tracelines and produces a shade > > >> of white from (0-255) based on distance. > > >> > > >> That would be (1024*768) tracelines though. So cpu usage could be fun. > > >> > > >> 2009/7/4 Matt Hoffman : > > >> > I don't suppose there is any way to have TF2 render a z-depth pass ( > > >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One > > grabbed > > >> off > > >> > of google). > > >> > > > >> > What it would be useful for is post DOF. As far as I know there's no > > way > > >> to > > >> > do DOF in TF2 by default, so I was wondering if there was some > shader > > or > > >> > plugin or anything that could render a pass of the scene like this. > > >> > > > >> > > > >> > Ever hopefull, > > >> > > > >> > -Matt > > >> > ___ > > >> > 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] Rendering Z-Depth Pass's in TF2?
Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots you could ever want! garry On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery < harry101jeff...@googlemail.com> wrote: > H... create a lookalike mod with tf2 content mounted and ask garry > how to do DOF blur? > > 2009/7/4 Matt Hoffman : > > Well I'm sure that's now how Valve does it, so now i"m curious as to how > > they do it for the Meet the Shorts. Maybe it's part of the Source > Filmmaker > > toolkit... *cough* > > > > As to the tracelines: Guh that sounds painful for 30 fps... Probably not > > even worth it in even the shortest scene. > > > > > > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery < > > harry101jeff...@googlemail.com> wrote: > > > >> You could do a server plugin that does tracelines and produces a shade > >> of white from (0-255) based on distance. > >> > >> That would be (1024*768) tracelines though. So cpu usage could be fun. > >> > >> 2009/7/4 Matt Hoffman : > >> > I don't suppose there is any way to have TF2 render a z-depth pass ( > >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One > grabbed > >> off > >> > of google). > >> > > >> > What it would be useful for is post DOF. As far as I know there's no > way > >> to > >> > do DOF in TF2 by default, so I was wondering if there was some shader > or > >> > plugin or anything that could render a pass of the scene like this. > >> > > >> > > >> > Ever hopefull, > >> > > >> > -Matt > >> > ___ > >> > 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] Rendering Z-Depth Pass's in TF2?
H... create a lookalike mod with tf2 content mounted and ask garry how to do DOF blur? 2009/7/4 Matt Hoffman : > Well I'm sure that's now how Valve does it, so now i"m curious as to how > they do it for the Meet the Shorts. Maybe it's part of the Source Filmmaker > toolkit... *cough* > > As to the tracelines: Guh that sounds painful for 30 fps... Probably not > even worth it in even the shortest scene. > > > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery < > harry101jeff...@googlemail.com> wrote: > >> You could do a server plugin that does tracelines and produces a shade >> of white from (0-255) based on distance. >> >> That would be (1024*768) tracelines though. So cpu usage could be fun. >> >> 2009/7/4 Matt Hoffman : >> > I don't suppose there is any way to have TF2 render a z-depth pass ( >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One grabbed >> off >> > of google). >> > >> > What it would be useful for is post DOF. As far as I know there's no way >> to >> > do DOF in TF2 by default, so I was wondering if there was some shader or >> > plugin or anything that could render a pass of the scene like this. >> > >> > >> > Ever hopefull, >> > >> > -Matt >> > ___ >> > 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] Rendering Z-Depth Pass's in TF2?
Well I'm sure that's now how Valve does it, so now i"m curious as to how they do it for the Meet the Shorts. Maybe it's part of the Source Filmmaker toolkit... *cough* As to the tracelines: Guh that sounds painful for 30 fps... Probably not even worth it in even the shortest scene. On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery < harry101jeff...@googlemail.com> wrote: > You could do a server plugin that does tracelines and produces a shade > of white from (0-255) based on distance. > > That would be (1024*768) tracelines though. So cpu usage could be fun. > > 2009/7/4 Matt Hoffman : > > I don't suppose there is any way to have TF2 render a z-depth pass ( > > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One grabbed > off > > of google). > > > > What it would be useful for is post DOF. As far as I know there's no way > to > > do DOF in TF2 by default, so I was wondering if there was some shader or > > plugin or anything that could render a pass of the scene like this. > > > > > > Ever hopefull, > > > > -Matt > > ___ > > 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] Access reception to hlcoders forum
Yeah - I thought that when I found out about how demos are stored. Very easy to incriminate an opposing team in CSS if you're desperate to win. 2009/7/4 Matt Hoffman : > Demo's look easy to fake. I was poking around in one the other day and found > the server name/player names as strings. > > I was unable to test it, but I wonder if you can change the strings and save > and have the differences in game... Make it easy to be an imposter and > incriminate someone else. ;) > > On Fri, Jul 3, 2009 at 3:40 PM, Harry Jeffery < > harry101jeff...@googlemail.com> wrote: > >> IIRC .dem files are just logs of the packets received and sent. >> >> Thats why going to a tick in a CSS demo is a bit glitchy - it has to >> roll forwards to that tick so that everything is correct - it's mere >> updates not exactly where everything was each tick. >> >> 2009/7/3 Joel R. : >> > I think he is trying to learn how to remove speed hackers by using >> recorded >> > demos. In any case, he definately needs some work on that engrish. >> > >> > >> > On Fri, Jul 3, 2009 at 7:38 AM, botman >> wrote: >> > >> >> Jonas 'Sortie' Termansen wrote: >> >> > Engrish anyone? >> >> > >> >> > Trinitron, I have no idea what you are talking about. This isn't a >> >> 'forum', >> >> > it's a mailing list. But if you want to see the previous mails, there >> >> should >> >> > be some website where you can browse them. >> >> > >> >> > But what I understood was, you want the current .dem format? >> >> > >> >> > >> >> There is a searchable archive of the hlcoders email list here... >> >> >> >> http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/ >> >> >> >> ...but the history doesn't go back as far as the archives here... >> >> >> >> http://list.valvesoftware.com/mailman/private/hlcoders/ >> >> >> >> -- >> >> 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 >> >> > ___ > 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] Rendering Z-Depth Pass's in TF2?
You could do a server plugin that does tracelines and produces a shade of white from (0-255) based on distance. That would be (1024*768) tracelines though. So cpu usage could be fun. 2009/7/4 Matt Hoffman : > I don't suppose there is any way to have TF2 render a z-depth pass ( > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One grabbed off > of google). > > What it would be useful for is post DOF. As far as I know there's no way to > do DOF in TF2 by default, so I was wondering if there was some shader or > plugin or anything that could render a pass of the scene like this. > > > Ever hopefull, > > -Matt > ___ > 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] Rendering Z-Depth Pass's in TF2?
I don't suppose there is any way to have TF2 render a z-depth pass ( http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One grabbed off of google). What it would be useful for is post DOF. As far as I know there's no way to do DOF in TF2 by default, so I was wondering if there was some shader or plugin or anything that could render a pass of the scene like this. Ever hopefull, -Matt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Access reception to hlcoders forum
Demo's look easy to fake. I was poking around in one the other day and found the server name/player names as strings. I was unable to test it, but I wonder if you can change the strings and save and have the differences in game... Make it easy to be an imposter and incriminate someone else. ;) On Fri, Jul 3, 2009 at 3:40 PM, Harry Jeffery < harry101jeff...@googlemail.com> wrote: > IIRC .dem files are just logs of the packets received and sent. > > Thats why going to a tick in a CSS demo is a bit glitchy - it has to > roll forwards to that tick so that everything is correct - it's mere > updates not exactly where everything was each tick. > > 2009/7/3 Joel R. : > > I think he is trying to learn how to remove speed hackers by using > recorded > > demos. In any case, he definately needs some work on that engrish. > > > > > > On Fri, Jul 3, 2009 at 7:38 AM, botman > wrote: > > > >> Jonas 'Sortie' Termansen wrote: > >> > Engrish anyone? > >> > > >> > Trinitron, I have no idea what you are talking about. This isn't a > >> 'forum', > >> > it's a mailing list. But if you want to see the previous mails, there > >> should > >> > be some website where you can browse them. > >> > > >> > But what I understood was, you want the current .dem format? > >> > > >> > > >> There is a searchable archive of the hlcoders email list here... > >> > >> http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/ > >> > >> ...but the history doesn't go back as far as the archives here... > >> > >> http://list.valvesoftware.com/mailman/private/hlcoders/ > >> > >> -- > >> 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems with shader example
At least I see something now. It "works" both with post_sepia_vs20.inc and SDK_screenspaceeffect_vs20.inc The post_sepia shader gives me a brightenes black and white picture, and the post_invert (float4 cColor=1-tex2D( BaseTextureSampler, iTexCoord );) gives me a completely white picture. Seems like the shader does not have access to FB_TEXTURE... :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders