Re: [hlcoders] Material Previewer

2009-07-13 Thread Ryan Sheffer
That's great, I cant wait to see what you come up with tbh.
Good luck mang. :)

On Mon, Jul 13, 2009 at 7:44 PM, Brent Lewis  wrote:

>
> Hmm... yeah forgot about those. I'm sure I can handle it though. Of course,
> if someone would like to help out... it IS an OPENsource project... *wink
> wink*
>
> > From: hlcod...@maxsi.dk
> > To: j...@wunderboy.org; hlcoders@list.valvesoftware.com
> > Date: Tue, 14 Jul 2009 02:16:36 +0200
> > Subject: Re: [hlcoders] Material Previewer
> >
> > I imagine supporting some material proxies might be tough, or at least to
> > support them in the exact same way as the engine.
> >
> > - Original Message -
> > From: "Jed" 
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
> > Sent: Tuesday, July 14, 2009 2:12 AM
> > Subject: Re: [hlcoders] Material Previewer
> >
> >
> > And I thought I was special...
> >
> > If I had to choose I would use the source as reference and try to
> > implement my own solution in CG or something like that.
> >
> > For the most part, the shaders are pretty simple and you'll get the
> > same of near enough the same results with your own. A lot of the
> > techniques on how stuff comes together is mentioned in a lot of
> > SIGGRAPH papers so you should be able to emulate it well enough. I
> > think isolating yourself from Source itself will solve any future
> > compatibility problems as well.
> >
> > VTFLib already has code to create/parse VMTs so that wouldn't be an
> > issue and of course it reads the VTF files. So you'ld just need to
> > write your shaders really.
> >
> > - Jed
> >
> > 2009/7/13 Brent Lewis :
> > >
> > > For some reason clicking reply in hotmail caused this email to go
> straight
> > > to jed. *shrugs* Second try:
> > >
> > > OK. I found the shader source code in the GCF. But I see there are many
> > > files. And I also noticed there is C++ code related to the shaders.
> > >
> > > Which is more sensible, trying to emulate the shaders by reverse
> > > engineering the code, or should I just look at the VMT commands in the
> VDC
> > > and implement the features based on their description? While I want to
> > > make things easier on myself, I don't want to sacrifice accuracy and
> worry
> > > that my implementation may produce different results than Valves.
> > >
> > >
> > >> Date: Sun, 12 Jul 2009 19:53:32 +0200
> > >> From: j...@wunderboy.org
> > >> To: hlcoders@list.valvesoftware.com
> > >> Subject: Re: [hlcoders] Material Previewer
> > >>
> > >> I looked into the viewport back in the day when the HLMV source was
> > >> out there (I was trying to improve it as I did with JHLMV). As you
> > >> say, it was basically a viewport linked into the engines rendering
> > >> system.
> > >>
> > >> I think you might be better off trying to emulate some of the stock
> > >> shaders yourself than link into the Valve stuff. Abstracting from that
> > >> will at the least give you some autonomy/portability and lessen the
> > >> chance of a Valve update borking your appl. That's was the reason we
> > >> developed HLLib/GCFScape/VTFLib.
> > >>
> > >> - Jed
> > >>
> > >> 2009/7/12 Rodrigo 'r2d2rigo' Diaz :
> > >> > Model Viewers always had their own rendererers, AFAIK. So you will
> need
> > >> > to
> > >> > code your own...
> > >> >
> > >> > 2009/7/12 Brent Lewis 
> > >> >
> > >> >>
> > >> >> Some people have requested I put a material editor into DuctTape.
> I'm
> > >> >> thinking the smartest way to do this would be to actually get the
> > >> >> source
> > >> >> engine to render it, like as is done in the engines "-tools" mode.
> I'm
> > >> >> guessing that the half life model viewer uses a view port via the
> > >> >> engine...
> > >> >> so how can I do the same?
> > >> >>
> > >> >> Thank,
> > >> >> coder0xff
> > >> >> ___
> > >> >> 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 un

Re: [hlcoders] Material Previewer

2009-07-13 Thread Brent Lewis

Hmm... yeah forgot about those. I'm sure I can handle it though. Of course, if 
someone would like to help out... it IS an OPENsource project... *wink wink*

> From: hlcod...@maxsi.dk
> To: j...@wunderboy.org; hlcoders@list.valvesoftware.com
> Date: Tue, 14 Jul 2009 02:16:36 +0200
> Subject: Re: [hlcoders] Material Previewer
> 
> I imagine supporting some material proxies might be tough, or at least to 
> support them in the exact same way as the engine.
> 
> - Original Message - 
> From: "Jed" 
> To: "Discussion of Half-Life Programming" 
> Sent: Tuesday, July 14, 2009 2:12 AM
> Subject: Re: [hlcoders] Material Previewer
> 
> 
> And I thought I was special...
> 
> If I had to choose I would use the source as reference and try to
> implement my own solution in CG or something like that.
> 
> For the most part, the shaders are pretty simple and you'll get the
> same of near enough the same results with your own. A lot of the
> techniques on how stuff comes together is mentioned in a lot of
> SIGGRAPH papers so you should be able to emulate it well enough. I
> think isolating yourself from Source itself will solve any future
> compatibility problems as well.
> 
> VTFLib already has code to create/parse VMTs so that wouldn't be an
> issue and of course it reads the VTF files. So you'ld just need to
> write your shaders really.
> 
> - Jed
> 
> 2009/7/13 Brent Lewis :
> >
> > For some reason clicking reply in hotmail caused this email to go straight 
> > to jed. *shrugs* Second try:
> >
> > OK. I found the shader source code in the GCF. But I see there are many 
> > files. And I also noticed there is C++ code related to the shaders.
> >
> > Which is more sensible, trying to emulate the shaders by reverse 
> > engineering the code, or should I just look at the VMT commands in the VDC 
> > and implement the features based on their description? While I want to 
> > make things easier on myself, I don't want to sacrifice accuracy and worry 
> > that my implementation may produce different results than Valves.
> >
> >
> >> Date: Sun, 12 Jul 2009 19:53:32 +0200
> >> From: j...@wunderboy.org
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Material Previewer
> >>
> >> I looked into the viewport back in the day when the HLMV source was
> >> out there (I was trying to improve it as I did with JHLMV). As you
> >> say, it was basically a viewport linked into the engines rendering
> >> system.
> >>
> >> I think you might be better off trying to emulate some of the stock
> >> shaders yourself than link into the Valve stuff. Abstracting from that
> >> will at the least give you some autonomy/portability and lessen the
> >> chance of a Valve update borking your appl. That's was the reason we
> >> developed HLLib/GCFScape/VTFLib.
> >>
> >> - Jed
> >>
> >> 2009/7/12 Rodrigo 'r2d2rigo' Diaz :
> >> > Model Viewers always had their own rendererers, AFAIK. So you will need 
> >> > to
> >> > code your own...
> >> >
> >> > 2009/7/12 Brent Lewis 
> >> >
> >> >>
> >> >> Some people have requested I put a material editor into DuctTape. I'm
> >> >> thinking the smartest way to do this would be to actually get the 
> >> >> source
> >> >> engine to render it, like as is done in the engines "-tools" mode. I'm
> >> >> guessing that the half life model viewer uses a view port via the 
> >> >> engine...
> >> >> so how can I do the same?
> >> >>
> >> >> Thank,
> >> >> coder0xff
> >> >> ___
> >> >> 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
> >
> >
> 
> ___
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> please visit:
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> 
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Re: [hlcoders] Material Previewer

2009-07-13 Thread Jonas 'Sortie' Termansen
I imagine supporting some material proxies might be tough, or at least to 
support them in the exact same way as the engine.

- Original Message - 
From: "Jed" 
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, July 14, 2009 2:12 AM
Subject: Re: [hlcoders] Material Previewer


And I thought I was special...

If I had to choose I would use the source as reference and try to
implement my own solution in CG or something like that.

For the most part, the shaders are pretty simple and you'll get the
same of near enough the same results with your own. A lot of the
techniques on how stuff comes together is mentioned in a lot of
SIGGRAPH papers so you should be able to emulate it well enough. I
think isolating yourself from Source itself will solve any future
compatibility problems as well.

VTFLib already has code to create/parse VMTs so that wouldn't be an
issue and of course it reads the VTF files. So you'ld just need to
write your shaders really.

- Jed

2009/7/13 Brent Lewis :
>
> For some reason clicking reply in hotmail caused this email to go straight 
> to jed. *shrugs* Second try:
>
> OK. I found the shader source code in the GCF. But I see there are many 
> files. And I also noticed there is C++ code related to the shaders.
>
> Which is more sensible, trying to emulate the shaders by reverse 
> engineering the code, or should I just look at the VMT commands in the VDC 
> and implement the features based on their description? While I want to 
> make things easier on myself, I don't want to sacrifice accuracy and worry 
> that my implementation may produce different results than Valves.
>
>
>> Date: Sun, 12 Jul 2009 19:53:32 +0200
>> From: j...@wunderboy.org
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Material Previewer
>>
>> I looked into the viewport back in the day when the HLMV source was
>> out there (I was trying to improve it as I did with JHLMV). As you
>> say, it was basically a viewport linked into the engines rendering
>> system.
>>
>> I think you might be better off trying to emulate some of the stock
>> shaders yourself than link into the Valve stuff. Abstracting from that
>> will at the least give you some autonomy/portability and lessen the
>> chance of a Valve update borking your appl. That's was the reason we
>> developed HLLib/GCFScape/VTFLib.
>>
>> - Jed
>>
>> 2009/7/12 Rodrigo 'r2d2rigo' Diaz :
>> > Model Viewers always had their own rendererers, AFAIK. So you will need 
>> > to
>> > code your own...
>> >
>> > 2009/7/12 Brent Lewis 
>> >
>> >>
>> >> Some people have requested I put a material editor into DuctTape. I'm
>> >> thinking the smartest way to do this would be to actually get the 
>> >> source
>> >> engine to render it, like as is done in the engines "-tools" mode. I'm
>> >> guessing that the half life model viewer uses a view port via the 
>> >> engine...
>> >> so how can I do the same?
>> >>
>> >> Thank,
>> >> coder0xff
>> >> ___
>> >> 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
>
>

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Re: [hlcoders] Material Previewer

2009-07-13 Thread Jed
And I thought I was special...

If I had to choose I would use the source as reference and try to
implement my own solution in CG or something like that.

For the most part, the shaders are pretty simple and you'll get the
same of near enough the same results with your own. A lot of the
techniques on how stuff comes together is mentioned in a lot of
SIGGRAPH papers so you should be able to emulate it well enough. I
think isolating yourself from Source itself will solve any future
compatibility problems as well.

VTFLib already has code to create/parse VMTs so that wouldn't be an
issue and of course it reads the VTF files. So you'ld just need to
write your shaders really.

- Jed

2009/7/13 Brent Lewis :
>
> For some reason clicking reply in hotmail caused this email to go straight to 
> jed. *shrugs* Second try:
>
> OK. I found the shader source code in the GCF. But I see there are many 
> files. And I also noticed there is C++ code related to the shaders.
>
> Which is more sensible, trying to emulate the shaders by reverse engineering 
> the code, or should I just look at the VMT commands in the VDC and implement 
> the features based on their description? While I want to make things easier 
> on myself, I don't want to sacrifice accuracy and worry that my 
> implementation may produce different results than Valves.
>
>
>> Date: Sun, 12 Jul 2009 19:53:32 +0200
>> From: j...@wunderboy.org
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Material Previewer
>>
>> I looked into the viewport back in the day when the HLMV source was
>> out there (I was trying to improve it as I did with JHLMV). As you
>> say, it was basically a viewport linked into the engines rendering
>> system.
>>
>> I think you might be better off trying to emulate some of the stock
>> shaders yourself than link into the Valve stuff. Abstracting from that
>> will at the least give you some autonomy/portability  and lessen the
>> chance of a Valve update borking your appl. That's was the reason we
>> developed HLLib/GCFScape/VTFLib.
>>
>> - Jed
>>
>> 2009/7/12 Rodrigo 'r2d2rigo' Diaz :
>> > Model Viewers always had their own rendererers, AFAIK. So you will need to
>> > code your own...
>> >
>> > 2009/7/12 Brent Lewis 
>> >
>> >>
>> >> Some people have requested I put a material editor into DuctTape. I'm
>> >> thinking the smartest way to do this would be to actually get the source
>> >> engine to render it, like as is done in the engines "-tools" mode. I'm
>> >> guessing that the half life model viewer uses a view port via the 
>> >> engine...
>> >> so how can I do the same?
>> >>
>> >> Thank,
>> >> coder0xff
>> >> ___
>> >> 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:
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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Tony Sergi
Boxrocket is the scheme that all of the ingame tools use. (particle editor, 
filmmaker, etc)


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: July-14-09 1:28 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Getting self-shadowing models in OB?

Search it up on youtube. There's still a res file called "BoxRocket" which
was Valve's internal name for it in L4D. (\Resource)

I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
wrong or what. Will continue to tinker with it.

However, using dynamic_light, I can get this:
http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png

Which looks pretty good. However if you get too close to the light source
you see it lighting per-vertex (Triangle face?) and becomes really jagged.
Probably a setting.

Also anyone know what mat_softwarelighting 1 does? It makes the model not be
lit by my dynamic light, and makes other lights only effect it to some
extent.

On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets  wrote:

>
> How exciting!  I would love to tinker with those tools.  Thanks for that
> image, I had no idea there was any public info on it.
>
> -Kohan
>
>
>
> > From: lord.matt.hoff...@gmail.com
> > Date: Sun, 12 Jul 2009 22:09:14 -0700
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> >
> > Well I wager they need to release it. I know it exists:
> > http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> >
> > It was in the TF2 beta I think, there's youtube videos of people claiming
> to
> > use it.
> >
> > A steampost by Eram (Steam forums Moderator) claims that "...The tools
> will
> > be released after the final meet the team video."
> >
> > However, this doesn't take Valve time into it's account... And I like my
> own
> > ways.
> >
> > I'm looking into both the light_dynamic entity (Looks pretty broken) and
> the
> > EP2 scene.
> >
> > On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets 
> wrote:
> >
> > >
> > > Episode 2 does have self-shadowing, so it's definitely possible.
> > >  Nevertheless, I'm just about positive that none of the Meet the Team
> videos
> > > were done using the conventional Source engine.  I wager that they have
> > > their own special utility for making such high-quality videos.
> > >
> > > -Kohan
> > >
> > >
> > >
> > > > From: lord.matt.hoff...@gmail.com
> > > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > > >
> > > > I've noticed that none of the models in the Source engine self
> shadow.
> > > (As
> > > > in cast a shadow on themselves,  caused by themselves)
> > > >
> > > > A good example of this would be from Meet the Spy:
> > > >
> > >
> https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > > >
> > > > As you can see the soldiers arms are shadowing on him, so is his
> shotgun.
> > > > Even his collar casts a shadow (And it doesn't suck).
> > > >
> > > > Is there anyway we can do something like this? Preferably without any
> new
> > > > code or shaders (Eg. So it will work in TF2)
> > > >
> > > > I don't want them for anything realtime or player models running
> around,
> > > so
> > > > preformance isn't an issue.
> > > >
> > > > Thanks!
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > >
> > > _
> > > Windows Live(tm): Keep your life in sync.
> > >
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> > >
> > >
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> please visit:
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> >
>
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Re: [hlcoders] Material Previewer

2009-07-13 Thread Brent Lewis

For some reason clicking reply in hotmail caused this email to go straight to 
jed. *shrugs* Second try:

OK. I found the shader source code in the GCF. But I see there are many files. 
And I also noticed there is C++ code related to the shaders.

Which is more sensible, trying to emulate the shaders by reverse engineering 
the code, or should I just look at the VMT commands in the VDC and implement 
the features based on their description? While I want to make things easier on 
myself, I don't want to sacrifice accuracy and worry that my implementation may 
produce different results than Valves.


> Date: Sun, 12 Jul 2009 19:53:32 +0200
> From: j...@wunderboy.org
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Material Previewer
> 
> I looked into the viewport back in the day when the HLMV source was
> out there (I was trying to improve it as I did with JHLMV). As you
> say, it was basically a viewport linked into the engines rendering
> system.
> 
> I think you might be better off trying to emulate some of the stock
> shaders yourself than link into the Valve stuff. Abstracting from that
> will at the least give you some autonomy/portability  and lessen the
> chance of a Valve update borking your appl. That's was the reason we
> developed HLLib/GCFScape/VTFLib.
> 
> - Jed
> 
> 2009/7/12 Rodrigo 'r2d2rigo' Diaz :
> > Model Viewers always had their own rendererers, AFAIK. So you will need to
> > code your own...
> >
> > 2009/7/12 Brent Lewis 
> >
> >>
> >> Some people have requested I put a material editor into DuctTape. I'm
> >> thinking the smartest way to do this would be to actually get the source
> >> engine to render it, like as is done in the engines "-tools" mode. I'm
> >> guessing that the half life model viewer uses a view port via the engine...
> >> so how can I do the same?
> >>
> >> Thank,
> >> coder0xff
> >> ___
> >> 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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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Marek Sieradzki
On Mon, Jul 13, 2009 at 8:23 PM, Rodrigo 'r2d2rigo'
Diaz wrote:
> The cave walls are self-shadowed by using this technique, which can be only
> applied to world geometry:
> http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

Self-shadowed bumpmap is different from self-shadowed geometry.

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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Rodrigo 'r2d2rigo' Diaz
The cave walls are self-shadowed by using this technique, which can be only
applied to world geometry:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

2009/7/13 Kohan Venets 

>
> By the sound of it, that CVar would make it so that your processor does the
> lighting instead of your video card (which would be hardware lighting).
>  Since CPUs are a bazillion times less powerful than GPUs, the result has
> lower quality.
>
> I recall from developer commentary that the cave walls in Episode 2 were
> also self-shadowed to exaggerate the effect of the player's flashlight.
>
> -Kohan
>
>
>
> > From: lord.matt.hoff...@gmail.com
> > Date: Mon, 13 Jul 2009 09:27:47 -0700
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> >
> > Search it up on youtube. There's still a res file called "BoxRocket"
> which
> > was Valve's internal name for it in L4D. (\Resource)
> >
> > I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
> > wrong or what. Will continue to tinker with it.
> >
> > However, using dynamic_light, I can get this:
> > http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png
> >
> > Which looks pretty good. However if you get too close to the light source
> > you see it lighting per-vertex (Triangle face?) and becomes really
> jagged.
> > Probably a setting.
> >
> > Also anyone know what mat_softwarelighting 1 does? It makes the model not
> be
> > lit by my dynamic light, and makes other lights only effect it to some
> > extent.
> >
> > On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets 
> wrote:
> >
> > >
> > > How exciting!  I would love to tinker with those tools.  Thanks for
> that
> > > image, I had no idea there was any public info on it.
> > >
> > > -Kohan
> > >
> > >
> > >
> > > > From: lord.matt.hoff...@gmail.com
> > > > Date: Sun, 12 Jul 2009 22:09:14 -0700
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> > > >
> > > > Well I wager they need to release it. I know it exists:
> > > > http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> > > >
> > > > It was in the TF2 beta I think, there's youtube videos of people
> claiming
> > > to
> > > > use it.
> > > >
> > > > A steampost by Eram (Steam forums Moderator) claims that "...The
> tools
> > > will
> > > > be released after the final meet the team video."
> > > >
> > > > However, this doesn't take Valve time into it's account... And I like
> my
> > > own
> > > > ways.
> > > >
> > > > I'm looking into both the light_dynamic entity (Looks pretty broken)
> and
> > > the
> > > > EP2 scene.
> > > >
> > > > On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets 
> > > wrote:
> > > >
> > > > >
> > > > > Episode 2 does have self-shadowing, so it's definitely possible.
> > > > >  Nevertheless, I'm just about positive that none of the Meet the
> Team
> > > videos
> > > > > were done using the conventional Source engine.  I wager that they
> have
> > > > > their own special utility for making such high-quality videos.
> > > > >
> > > > > -Kohan
> > > > >
> > > > >
> > > > >
> > > > > > From: lord.matt.hoff...@gmail.com
> > > > > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > > > > To: hlcoders@list.valvesoftware.com
> > > > > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > > > > >
> > > > > > I've noticed that none of the models in the Source engine self
> > > shadow.
> > > > > (As
> > > > > > in cast a shadow on themselves,  caused by themselves)
> > > > > >
> > > > > > A good example of this would be from Meet the Spy:
> > > > > >
> > > > >
> > >
> https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > > > > >
> > > > > > As you can see the soldiers arms are shadowing on him, so is his
> > > shotgun.
> > > > > > Even his collar casts a shadow (And it doesn't suck).
> > > > > >
> > > > > > Is there anyway we can do something like this? Preferably without
> any
> > > new
> > > > > > code or shaders (Eg. So it will work in TF2)
> > > > > >
> > > > > > I don't want them for anything realtime or player models running
> > > around,
> > > > > so
> > > > > > preformance isn't an issue.
> > > > > >
> > > > > > Thanks!
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > >
> > > > > _
> > > > > Windows Live™: Keep your life in sync.
> > > > >
> > >
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > 

Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Kohan Venets

By the sound of it, that CVar would make it so that your processor does the 
lighting instead of your video card (which would be hardware lighting).  Since 
CPUs are a bazillion times less powerful than GPUs, the result has lower 
quality.

I recall from developer commentary that the cave walls in Episode 2 were also 
self-shadowed to exaggerate the effect of the player's flashlight.

-Kohan



> From: lord.matt.hoff...@gmail.com
> Date: Mon, 13 Jul 2009 09:27:47 -0700
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> 
> Search it up on youtube. There's still a res file called "BoxRocket" which
> was Valve's internal name for it in L4D. (\Resource)
> 
> I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
> wrong or what. Will continue to tinker with it.
> 
> However, using dynamic_light, I can get this:
> http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png
> 
> Which looks pretty good. However if you get too close to the light source
> you see it lighting per-vertex (Triangle face?) and becomes really jagged.
> Probably a setting.
> 
> Also anyone know what mat_softwarelighting 1 does? It makes the model not be
> lit by my dynamic light, and makes other lights only effect it to some
> extent.
> 
> On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets  wrote:
> 
> >
> > How exciting!  I would love to tinker with those tools.  Thanks for that
> > image, I had no idea there was any public info on it.
> >
> > -Kohan
> >
> >
> >
> > > From: lord.matt.hoff...@gmail.com
> > > Date: Sun, 12 Jul 2009 22:09:14 -0700
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> > >
> > > Well I wager they need to release it. I know it exists:
> > > http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> > >
> > > It was in the TF2 beta I think, there's youtube videos of people claiming
> > to
> > > use it.
> > >
> > > A steampost by Eram (Steam forums Moderator) claims that "...The tools
> > will
> > > be released after the final meet the team video."
> > >
> > > However, this doesn't take Valve time into it's account... And I like my
> > own
> > > ways.
> > >
> > > I'm looking into both the light_dynamic entity (Looks pretty broken) and
> > the
> > > EP2 scene.
> > >
> > > On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets 
> > wrote:
> > >
> > > >
> > > > Episode 2 does have self-shadowing, so it's definitely possible.
> > > >  Nevertheless, I'm just about positive that none of the Meet the Team
> > videos
> > > > were done using the conventional Source engine.  I wager that they have
> > > > their own special utility for making such high-quality videos.
> > > >
> > > > -Kohan
> > > >
> > > >
> > > >
> > > > > From: lord.matt.hoff...@gmail.com
> > > > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > > > >
> > > > > I've noticed that none of the models in the Source engine self
> > shadow.
> > > > (As
> > > > > in cast a shadow on themselves,  caused by themselves)
> > > > >
> > > > > A good example of this would be from Meet the Spy:
> > > > >
> > > >
> > https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > > > >
> > > > > As you can see the soldiers arms are shadowing on him, so is his
> > shotgun.
> > > > > Even his collar casts a shadow (And it doesn't suck).
> > > > >
> > > > > Is there anyway we can do something like this? Preferably without any
> > new
> > > > > code or shaders (Eg. So it will work in TF2)
> > > > >
> > > > > I don't want them for anything realtime or player models running
> > around,
> > > > so
> > > > > preformance isn't an issue.
> > > > >
> > > > > Thanks!
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > >
> > > > _
> > > > Windows Live™: Keep your life in sync.
> > > >
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > > > ___
> > > > 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
> > >
> >
> > _
> > 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 

Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Matt Hoffman
Search it up on youtube. There's still a res file called "BoxRocket" which
was Valve's internal name for it in L4D. (\Resource)

I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
wrong or what. Will continue to tinker with it.

However, using dynamic_light, I can get this:
http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png

Which looks pretty good. However if you get too close to the light source
you see it lighting per-vertex (Triangle face?) and becomes really jagged.
Probably a setting.

Also anyone know what mat_softwarelighting 1 does? It makes the model not be
lit by my dynamic light, and makes other lights only effect it to some
extent.

On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets  wrote:

>
> How exciting!  I would love to tinker with those tools.  Thanks for that
> image, I had no idea there was any public info on it.
>
> -Kohan
>
>
>
> > From: lord.matt.hoff...@gmail.com
> > Date: Sun, 12 Jul 2009 22:09:14 -0700
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> >
> > Well I wager they need to release it. I know it exists:
> > http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> >
> > It was in the TF2 beta I think, there's youtube videos of people claiming
> to
> > use it.
> >
> > A steampost by Eram (Steam forums Moderator) claims that "...The tools
> will
> > be released after the final meet the team video."
> >
> > However, this doesn't take Valve time into it's account... And I like my
> own
> > ways.
> >
> > I'm looking into both the light_dynamic entity (Looks pretty broken) and
> the
> > EP2 scene.
> >
> > On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets 
> wrote:
> >
> > >
> > > Episode 2 does have self-shadowing, so it's definitely possible.
> > >  Nevertheless, I'm just about positive that none of the Meet the Team
> videos
> > > were done using the conventional Source engine.  I wager that they have
> > > their own special utility for making such high-quality videos.
> > >
> > > -Kohan
> > >
> > >
> > >
> > > > From: lord.matt.hoff...@gmail.com
> > > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > > >
> > > > I've noticed that none of the models in the Source engine self
> shadow.
> > > (As
> > > > in cast a shadow on themselves,  caused by themselves)
> > > >
> > > > A good example of this would be from Meet the Spy:
> > > >
> > >
> https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > > >
> > > > As you can see the soldiers arms are shadowing on him, so is his
> shotgun.
> > > > Even his collar casts a shadow (And it doesn't suck).
> > > >
> > > > Is there anyway we can do something like this? Preferably without any
> new
> > > > code or shaders (Eg. So it will work in TF2)
> > > >
> > > > I don't want them for anything realtime or player models running
> around,
> > > so
> > > > preformance isn't an issue.
> > > >
> > > > Thanks!
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > >
> > > _
> > > Windows Live™: Keep your life in sync.
> > >
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > > ___
> > > 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
> >
>
> _
> 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:
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>
>
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Re: [hlcoders] Remove corpse 5s after NPC death

2009-07-13 Thread Biz
Hey there,

great! This worked perfectly. I've simply put UTIL_Remove(this) at the
end of CAI_BaseNPC::RunDieTask() and now the corpse gets removed after
the death animation is played. Thanks for the help!

Regards from Germany
xs57

Ryan Sheffer wrote:
> I was a bit off with what I said, the death thing I was thinking about is
> actually a task set called TASK_DIE and it handles the wait cycle for the
> NPC while it does its death animation.
>
> Find this function in ai_basenpc_schedule
>
> void CAI_BaseNPC::RunDieTask()
> {
> AutoMovement();
>
> if ( IsActivityFinished() && GetCycle() >= 1.0f )
> {
> m_lifeState = LIFE_DEAD;
>
> SetThink ( NULL );
> StopAnimation();
> ...
>
> You will notice IsActivityFinished() there, that is how it waits for the
> death animation to complete. It will run this task until the time in which
> it is safe to stop thinking.
> You can see there the think is set to NULL, overriding this function should
> help you set a new think instead of nothing which you can add your timer
> too. Also keep in mind if the NPC turns into a ragdoll on the client, the
> NPC itself will be destroyed along with the chance to think.
>
> On Fri, Jul 3, 2009 at 2:36 AM, Biz  wrote:
>
>   
>> Heya,
>>
>> 
>>> When an NPC becomes a ragdoll it is essentially an independent object to
>>>   
>> the
>> 
>>> npc and generally one that is generated client-side versus server-side.
>>>   
>> If
>> 
>>> you are trying to remove the corpse after 5 seconds then you may need to
>>>   
>> be
>> 
>>> looking for the ragdoll entity then.
>>>
>>> Chris
>>>
>>>   
>> Thanks for the hint, but my NPC is not becoming a ragdoll. I think a
>> ragdoll would cost too much performance as i'm working with many NPCs.
>> That's why i only have them play simple death animations.
>>
>> 
>>> Instead of removing the npc go to the client side ragdoll in
>>> c_baseanimating and have it remove itself after 5s. If you aren't
>>> using a ragdoll and just animations, then you need to look in
>>> combatcharacter for a deadthink function or something similar and add
>>> your timer there. By setting the think on your npc, you are taking
>>> away the natural thinking process that contains the wait for death
>>> animation completion stuff. Hope this helps.
>>>
>>> ~Ryan / skidz
>>>   
>> Ryan: What you described with the death-think function is exactly what
>> i'm trying to figure out. I'm looking for what you called the "natural
>> thinking process that contains the wait for death animation completion
>> stuff". I need to find exactly that function, but i'm having trouble
>> with it ;) Thanks for the hint though.
>>
>> Regards from Germany
>> xs57
>>
>> 
>>> -Original Message-
>>> From: hlcoders-boun...@list.valvesoftware.com
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Biz
>>> Sent: Thursday, July 02, 2009 10:41 AM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: [hlcoders] Remove corpse 5s after NPC death
>>>
>>> Hi list,
>>>
>>> i've ported my mod to ob-engine and now my NPC corpse fade after 5
>>> seconds isn't working anymore. Does anyone have an idea what the last
>>> function that is called after NPC death is? When i try to define a new
>>> think-function Dying() at the end of the Event_Killed() function like:
>>> SetThink( &Bla::Dying );
>>> SetNextThink( gpGlobals->curtime + 5.0f );
>>>
>>> void Dying()
>>> {
>>>   UTIL_Remove(this);
>>> }
>>>
>>> This works, but my death animation won't play anymore then. That is if i
>>>  kill an NPC it just freezes and disappears after 5s.
>>>
>>> So i would either need a command that resumes my animation or i would
>>> have to know which function is called after death. I've tried figuring
>>> it out myself, but i didn't find it.
>>>
>>> Any help greatly appreciated :-)
>>>
>>>
>>> Greets from Germany
>>> xs57
>>>
>>> ___
>>> 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
>>
>>
>> 
>
>
>   


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Re: [hlcoders] Failure to Debug when VS launched from Steam

2009-07-13 Thread Brent Lewis

I do. I said I launch it with debugger.

> Date: Sun, 12 Jul 2009 14:07:15 -0400
> From: bs.v...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Failure to Debug when VS launched from Steam
> 
> Why don't you launch it directly from the IDE with F5 or F11?
> 
> -- 
> Jorge "Vino" Rodriguez
> ___
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Re: [hlcoders] Failure to Debug when VS launched from Steam

2009-07-13 Thread Brent Lewis

Please note, the part of my original post following the - break includes 
the solution. Thanks for your concern.

> From: drunkenf...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sun, 12 Jul 2009 10:49:10 -0700
> Subject: Re: [hlcoders] Failure to Debug when VS launched from Steam
> 
> Maybe it's stuck trying to load symbols. Check the status bar of the main VS
> window.
> 
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Brent Lewis
> Sent: Saturday, July 11, 2009 3:04 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Failure to Debug when VS launched from Steam
> 
> 
> I just recently installed SP1 for Visual Studio 2008. I also allow steam to
> do any engine/client/whatev updates it pleases. Problem is, I opened up a
> mod I've been working on in VS and try to run (with debugger). This used to
> work just fine. Now it causes hl2.exe to launch as seen in the process list,
> but the main window never appears and the debugger never fully attaches to
> the process. Attempting to break execution in the debugger results in an,
> "unable to break execution" message. Trying to stop execution results in,
> "The debugger was unable to terminate one or more processes: hl2.exe the
> debugger is still attaching to the process. ...":
> 
> http://img20.imageshack.us/img20/6894/microsoftvisualstudio20.png
> 
> I go to task manager and attempt to kill hl2.exe with no success.
> Terminating visual studio however, is effective immediately and causes
> hl2.exe to also close.
> 
> -
> 
> As I was writing this email I discovered the cause and solution. I also
> recently started launching VS as though it were a game from the Steam games
> list. Running VS from outside of Steam fixes it. Hope this helps anyone who
> run into the same thing.
> ___
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> please visit:
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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Kohan Venets

How exciting!  I would love to tinker with those tools.  Thanks for that image, 
I had no idea there was any public info on it.

-Kohan



> From: lord.matt.hoff...@gmail.com
> Date: Sun, 12 Jul 2009 22:09:14 -0700
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting self-shadowing models in OB?
> 
> Well I wager they need to release it. I know it exists:
> http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
> 
> It was in the TF2 beta I think, there's youtube videos of people claiming to
> use it.
> 
> A steampost by Eram (Steam forums Moderator) claims that "...The tools will
> be released after the final meet the team video."
> 
> However, this doesn't take Valve time into it's account... And I like my own
> ways.
> 
> I'm looking into both the light_dynamic entity (Looks pretty broken) and the
> EP2 scene.
> 
> On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets  wrote:
> 
> >
> > Episode 2 does have self-shadowing, so it's definitely possible.
> >  Nevertheless, I'm just about positive that none of the Meet the Team videos
> > were done using the conventional Source engine.  I wager that they have
> > their own special utility for making such high-quality videos.
> >
> > -Kohan
> >
> >
> >
> > > From: lord.matt.hoff...@gmail.com
> > > Date: Sun, 12 Jul 2009 21:40:05 -0700
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Getting self-shadowing models in OB?
> > >
> > > I've noticed that none of the models in the Source engine self shadow.
> > (As
> > > in cast a shadow on themselves,  caused by themselves)
> > >
> > > A good example of this would be from Meet the Spy:
> > >
> > https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
> > >
> > > As you can see the soldiers arms are shadowing on him, so is his shotgun.
> > > Even his collar casts a shadow (And it doesn't suck).
> > >
> > > Is there anyway we can do something like this? Preferably without any new
> > > code or shaders (Eg. So it will work in TF2)
> > >
> > > I don't want them for anything realtime or player models running around,
> > so
> > > preformance isn't an issue.
> > >
> > > Thanks!
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> > _
> > Windows Live™: Keep your life in sync.
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
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> visit:
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Re: [hlcoders] Code executing twice in a row.

2009-07-13 Thread Kohan Venets

Nevermind on this one, too; it turned out I was forgetting to set the variable 
'x' in question to zero at death, so the player proceeded to collect everything 
he dropped without actually losing anything in the first place.  Hurray, 
everything's working!

-Kohan



> From: idr...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Mon, 13 Jul 2009 00:37:09 -0700
> Subject: [hlcoders] Code executing twice in a row.
> 
> 
> Hi, in CSDKGameRules::DeathNotice(), I have added a few lines to the effect 
> of "spawn an entity for every point in variable X".  Whenever a player dies, 
> though, twice as many entities are spawned as are supposed to be.  I recall 
> this sort of 'double execution' problem from an earlier mod, but I don't 
> remember how to solve it.  Does anyone else know?  Thanks!
> 
> -Kohan
> 
> 
> _
> Windows Live™: Keep your life in sync. 
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
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Re: [hlcoders] MOVETYPE_VPHYSICS results in no movement?

2009-07-13 Thread Kohan Venets

Nevermind, I got the answer from a friend :).  I wasn't aware of the 
VPhysicsInitWhatever thing.

-Kohan



> From: idr...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Mon, 13 Jul 2009 00:39:58 -0700
> Subject: [hlcoders] MOVETYPE_VPHYSICS results in no movement?
> 
> 
> In a new model-based entity, I have set the movement to MOVETYPE_VPHYSICS in 
> the Spawn() function, since I intend for the entity to interact normally with 
> the environment.  However, when said entity is spawned, it simply stays put.  
> Is there something else necessary for a model-based entity to behave like a 
> physics prop?  Thanks.
> 
> -Kohan
> 
> 
> _
> Windows Live™: Keep your life in sync. 
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Re: [hlcoders] Variable not being replicated correctly.

2009-07-13 Thread Kohan Venets

O ho, I did not.  That has solved the problem, thanks :D.

-Kohan



> Date: Mon, 13 Jul 2009 09:43:47 +0200
> From: vannoortsan...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Variable not being replicated correctly.
> 
> http://developer.valvesoftware.com/wiki/Networking_Entities
> 
> Did you added m_iHearts to your send/recv table?
> 
> Sander
> 
> On Mon, Jul 13, 2009 at 9:35 AM, Kohan Venets wrote:
> >
> > Hi, I've added a new variable to SDKPlayer, "CNetworkVar( int, m_iHearts 
> > );" on the server and "int m_iHearts;" on the client, both private, with 
> > some read/write functions on the server, and read functions on the client.  
> > I modified the Health display on the HUD to simply get its 'health' value 
> > from this new hearts variable, but it always reads as zero.  Is there 
> > another line somewhere I need to add for networked variables to work 
> > properly?
> >
> > -Kohan
> >
> > _
> > Windows Live™: Keep your life in sync.
> > http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> 
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> visit:
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Re: [hlcoders] Variable not being replicated correctly.

2009-07-13 Thread Sander
http://developer.valvesoftware.com/wiki/Networking_Entities

Did you added m_iHearts to your send/recv table?

Sander

On Mon, Jul 13, 2009 at 9:35 AM, Kohan Venets wrote:
>
> Hi, I've added a new variable to SDKPlayer, "CNetworkVar( int, m_iHearts );" 
> on the server and "int m_iHearts;" on the client, both private, with some 
> read/write functions on the server, and read functions on the client.  I 
> modified the Health display on the HUD to simply get its 'health' value from 
> this new hearts variable, but it always reads as zero.  Is there another line 
> somewhere I need to add for networked variables to work properly?
>
> -Kohan
>
> _
> Windows Live™: Keep your life in sync.
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009
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> visit:
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>
>

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[hlcoders] MOVETYPE_VPHYSICS results in no movement?

2009-07-13 Thread Kohan Venets

In a new model-based entity, I have set the movement to MOVETYPE_VPHYSICS in 
the Spawn() function, since I intend for the entity to interact normally with 
the environment.  However, when said entity is spawned, it simply stays put.  
Is there something else necessary for a model-based entity to behave like a 
physics prop?  Thanks.

-Kohan


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[hlcoders] Code executing twice in a row.

2009-07-13 Thread Kohan Venets

Hi, in CSDKGameRules::DeathNotice(), I have added a few lines to the effect of 
"spawn an entity for every point in variable X".  Whenever a player dies, 
though, twice as many entities are spawned as are supposed to be.  I recall 
this sort of 'double execution' problem from an earlier mod, but I don't 
remember how to solve it.  Does anyone else know?  Thanks!

-Kohan


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[hlcoders] Variable not being replicated correctly.

2009-07-13 Thread Kohan Venets

Hi, I've added a new variable to SDKPlayer, "CNetworkVar( int, m_iHearts );" on 
the server and "int m_iHearts;" on the client, both private, with some 
read/write functions on the server, and read functions on the client.  I 
modified the Health display on the HUD to simply get its 'health' value from 
this new hearts variable, but it always reads as zero.  Is there another line 
somewhere I need to add for networked variables to work properly?

-Kohan

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