Re: [hlcoders] Avi Materials

2009-09-13 Thread Adam "amckern" McKern
Cool, i NEED to migrate to OB code, been having big trouble with HUD elemenets 
& AVI - this sounds like the thing i need to push me into the new engine code.
 
I have a few HUD Elements with slide out panes of pre-rendered CGI telling the 
player Stuff, etc.


Owner Nigredo Studios http://www.nigredostudios.com

--- On Mon, 14/9/09, Christopher Harris  wrote:


From: Christopher Harris 
Subject: Re: [hlcoders] Avi Materials
To: "'Discussion of Half-Life Programming'" 
Received: Monday, 14 September, 2009, 3:23 AM


Hello, I just wanted to say that the BIK interface is working as expected.
Able to display a model with a BIK playing as its texture and it also plays
the sound too.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Sunday, September 13, 2009 12:44 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Avi Materials

I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets you create a
material for an avi on the fly in code. They also have the same interface
for BIK files in avi/ibik.h I may try the BIK interface because I at least
have proof in other instances that the IBik interface works because it is
used to render the training videos in tf2 maps.

Thanks
Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Sunday, September 13, 2009 6:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Avi Materials

You are doing something wrong. I have been really toying with this, and
I have had some of the bugs you have mentioned, but I have also fixed
them. The problem is that produceral materials needs to be redrawn.
Although as long as stay ingame it doesn't 'need' to be redrawn, but you
cannot be sure the memory of the produceral texture is overriden. This
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've
been experimenting with using ffmpeg instead - and I got it successfully
working ingame. Although it's hardly finished and is still very very
buggy and experimental, it is able to playable all sorts of videos. I
need to add a few other features to it, but if you are interested, mail
me and I'll provide you with the WIP code. I'll post it on the Wiki once
it's working correctly.
> Hello,
>
>
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>
>
> I've the following code running when my entity is created on the client.
>
>
>
> The avi is a valid file because it complains if it can't find the file.
The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>       m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>
>
>       if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>       {
>
>             m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
>             m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
>             SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>       }
>
>
>
>       if(m_pAviMaterial)
>
>             m_pAviMaterial->AddRef();
>
> }
>
>
>
> Then in my DrawModel function I do.
>
>
>
> if(m_pAviMaterial)
>
>       modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>
>
> This does not work so to speak because I get a material on my model that
is
> pink checkerboard partially and the rest has no alpha. When I brought up
the
> console I got some artifacts from other textures showing on my model.
These
> artifacts seemed to be the memory for the main menu texture, and also one
of
> our mods hud textures as well as some random pixels.
>
>
>
> I've also tried forcing the frame to some constant value every think and
it
> doesn't help.
>
>
>
> Has anyone had any success with using this?
>
>
>
> Thanks
>
> Chris
>
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>


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Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Alex Kane
You misunderstood me. I try to launch the SDK through Steam, not from 
the Superbar. Hammer is pinned to the Superbar because, since the SDK 
doesn't work, I can't launch it any other way.



Cory de La Torre wrote:
> The problem isn't with Windows, it's with the SDK. You're trying to launch
> the SDK after you've pinned it to the super bar. Same goes for Hammer, you
> still cannot launch hammer directly without the sdk, and only steam can open
> the SDK. So unpin the SDK from your super bar, along with hammer, and open
> them the old fashioned way.
>
> On Sun, Sep 13, 2009 at 9:45 AM, Alex Kane  wrote:
>
>   
>> Also, I forgot to add - every now and again my camera view glitches out
>> and thinks it's in shift-z fullscreen mode. E.G it's still only 1/4 of
>> the screen but the centre of where I was facing is now in the middle of
>> the whole screen. I have to hit shift-z a few times and it's annoying as
>> hell.
>>
>>
>> Alex Kane wrote:
>> 
>>> I've done this three times, and I've just reinstalled Steam completely.
>>>
>>> It's still not working.
>>>
>>>
>>> Tobias Kammersgaard wrote:
>>>
>>>   
 Delete your Source SDK folder, and the GCF. Redownload it from Steam and
 done.

 /ScarT


 2009/9/13 Alex Kane 



 
> Thanks for the replies both of you, but those are two things I tried a
> long time ago to no avail. Steam is running as an administrator and
> verifying the cache doesn't say anything is wrong.
>
> And no, it doesn't say what files are missing.
>
>
> Jed wrote:
>
>
>   
>> Have you tried running steam in compatibility mode or as
>> 
>> administrator?
>> 
>> I'm running the Windows 7 RTM 64-bit and haven't had any issues with
>> the SDK launcher (yet).
>>
>> - Jed
>>
>> 2009/9/13 Alex Kane :
>>
>>
>>
>> 
>>> I have now reinstalled Steam in its entirety, and it STILL does not
>>>
>>>
>>>   
> work.
>
>
>   
>>> This is a joke.
>>>
>>>
>>> Matt Hoffman wrote:
>>>
>>>
>>>
>>>   
 I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.

 On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards <
 
>> t_edwa...@btinternet.com
>> 
 
>> wrote:
>>
>>
>> 
 
> You're running a pre-release 64bit operating system. Hmm...
>
> The Hammer problems happen to everyone who launches Hammer
>   
>> directly. I
>> 
> really wish they'd fix it!
>
> Alex Kane wrote:
>
>
>
>
>   
>> Firstly, I'm running Windows 7 RC, 64 bit, for reference.
>>
>> So basically, the problem is firstly, that the Source SDK is not
>>
>>
>> 
> working.
>
>
>   
>> I try to launch it through Steam, and the program appears to
>> 
>> start,
>> 
>> appearing in the Superbar, however nothing ever appears on screen
>> 
>> (I
>> 
>> left it going all day).
>>
>> However, this is not a huge deal as I can get around this by
>> 
>> manually
>> 
>> launching Hammer from its executable in the orangebox folder.
>>
>> Again, however, upon launching and choosing the TF2 launch option
>> 
>> and
>> 
>> trying to load my map, I get the message "Failed to load the
>> 
>> default
>> 
>> scheme file. The map views may be missing some visual elements."
>> 
>> This
>> 
>> 
> is
>
>
>   
>> true, as I cannot see any measurements for my brushes - e.g. how
>>
>>
>> 
> high,
>
>
>   
>> wide, long something is. It's simply not there.
>>
>> Then, the second problem is that the editor will crash as soon as
>> 
>> I
>> 
>> attempt to browse for models. I create a prop entity and try to
>>
>>
>> 
> choose a
>
>
>   
>> world model, however a few seconds after clicking 'browse', the
>>
>>
>> 
> editor
>
>
>   
>> will close completely with no error message.
>>
>> As well as this, when I try to compile a map I get errors, and
>>
>>
>> 
> vbsp.exe
>
>
>   

Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Jonas 'Sortie' Termansen
>
> Also, I forgot to add - every now and again my camera view glitches out 
> and thinks it's in shift-z fullscreen mode. E.G it's still only 1/4 of 
> the screen but the centre of where I was facing is now in the middle of 
> the whole screen. I have to hit shift-z a few times and it's annoying as 
> hell.
>   
Wasn't that a bug in the Steam Community? It happens when people talk to 
you on Steam Friends. They fixed that about a month or two ago, didn't 
they. Weird you still have it. Or is it another bug?

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Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Jonas 'Sortie' Termansen
>
> Also, I forgot to add - every now and again my camera view glitches out 
> and thinks it's in shift-z fullscreen mode. E.G it's still only 1/4 of 
> the screen but the centre of where I was facing is now in the middle of 
> the whole screen. I have to hit shift-z a few times and it's annoying as 
> hell.
>   
Wasn't that a bug in the Steam Community? They fixed that about a month 
or two ago, didn't they. Weird you still have it.

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Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Cory de La Torre
The problem isn't with Windows, it's with the SDK. You're trying to launch
the SDK after you've pinned it to the super bar. Same goes for Hammer, you
still cannot launch hammer directly without the sdk, and only steam can open
the SDK. So unpin the SDK from your super bar, along with hammer, and open
them the old fashioned way.

On Sun, Sep 13, 2009 at 9:45 AM, Alex Kane  wrote:

> Also, I forgot to add - every now and again my camera view glitches out
> and thinks it's in shift-z fullscreen mode. E.G it's still only 1/4 of
> the screen but the centre of where I was facing is now in the middle of
> the whole screen. I have to hit shift-z a few times and it's annoying as
> hell.
>
>
> Alex Kane wrote:
> > I've done this three times, and I've just reinstalled Steam completely.
> >
> > It's still not working.
> >
> >
> > Tobias Kammersgaard wrote:
> >
> >> Delete your Source SDK folder, and the GCF. Redownload it from Steam and
> >> done.
> >>
> >> /ScarT
> >>
> >>
> >> 2009/9/13 Alex Kane 
> >>
> >>
> >>
> >>> Thanks for the replies both of you, but those are two things I tried a
> >>> long time ago to no avail. Steam is running as an administrator and
> >>> verifying the cache doesn't say anything is wrong.
> >>>
> >>> And no, it doesn't say what files are missing.
> >>>
> >>>
> >>> Jed wrote:
> >>>
> >>>
>  Have you tried running steam in compatibility mode or as
> administrator?
> 
>  I'm running the Windows 7 RTM 64-bit and haven't had any issues with
>  the SDK launcher (yet).
> 
>  - Jed
> 
>  2009/9/13 Alex Kane :
> 
> 
> 
> > I have now reinstalled Steam in its entirety, and it STILL does not
> >
> >
> >>> work.
> >>>
> >>>
> > This is a joke.
> >
> >
> > Matt Hoffman wrote:
> >
> >
> >
> >> I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
> >>
> >> On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards <
> t_edwa...@btinternet.com
> >>
> >>
>  wrote:
> 
> 
> >>
> >>
> >>> You're running a pre-release 64bit operating system. Hmm...
> >>>
> >>> The Hammer problems happen to everyone who launches Hammer
> directly. I
> >>> really wish they'd fix it!
> >>>
> >>> Alex Kane wrote:
> >>>
> >>>
> >>>
> >>>
>  Firstly, I'm running Windows 7 RC, 64 bit, for reference.
> 
>  So basically, the problem is firstly, that the Source SDK is not
> 
> 
> >>> working.
> >>>
> >>>
>  I try to launch it through Steam, and the program appears to
> start,
>  appearing in the Superbar, however nothing ever appears on screen
> (I
>  left it going all day).
> 
>  However, this is not a huge deal as I can get around this by
> manually
>  launching Hammer from its executable in the orangebox folder.
> 
>  Again, however, upon launching and choosing the TF2 launch option
> and
>  trying to load my map, I get the message "Failed to load the
> default
>  scheme file. The map views may be missing some visual elements."
> This
> 
> 
> >>> is
> >>>
> >>>
>  true, as I cannot see any measurements for my brushes - e.g. how
> 
> 
> >>> high,
> >>>
> >>>
>  wide, long something is. It's simply not there.
> 
>  Then, the second problem is that the editor will crash as soon as
> I
>  attempt to browse for models. I create a prop entity and try to
> 
> 
> >>> choose a
> >>>
> >>>
>  world model, however a few seconds after clicking 'browse', the
> 
> 
> >>> editor
> >>>
> >>>
>  will close completely with no error message.
> 
>  As well as this, when I try to compile a map I get errors, and
> 
> 
> >>> vbsp.exe
> >>>
> >>>
>  crashes. Here's a log:
>  http://pastebin.com/m1eb545cd
> 
>  I'm really stuck here, as this makes it really tricky to do
> anything
> 
> 
> >>> but
> >>>
> >>>
>  copy/paste existing brushes and fit them to already existing areas
> in
> 
> 
> >>> my
> >>>
> >>>
>  level.
> 
>  If anyone could help, I'd greatly appreciate it!
> 
>  Thanks,
> 
>  - Beacon
> 
>  ___
>  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.valves

[hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-13 Thread Matt Hoffman
Silly title is silly.

Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin)
to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around
a bit and made some changes. However, nothing seems to be taking effect. The
DXSupport file looks like this:

"0"
{
"name" "50"
"Unsupported""1"

 }

All the way up to DX 9
"5"
{
"name" "95"
"DefaultRes""1024"

}

However, changing these convars doesn't seem to have an effect on Hammer
after restarting it. Am I editing the wrong file/wrong section? (I edited
the 90 section and 95 section).

In addition to that there are card-specific changes, eg:

"317"
{
"name" "NVIDIA GeForce2 MX 100/200"
"VendorID""0x10DE"
"MinDeviceID""0x002B"
"MaxDeviceID""0x002B"
"m_nDriverVersion_Build""8421"

}

I'd assume you could make your own entries. However, What does it read? The
"Name" field? Or the VendorID/DeviceID?

If it's the Device ID, where can I get that for my card? (Radeon 4870).
There's no existing entry for any of the 4xxx series for Radeon. I think
with the convar "  "CentroidHack""1" I could fix the off-set pixel
centers on the text. (All the Radeon things have this, and only the 4xxx
series has this issue... Since there's no entry for them...


Thoughts?
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Re: [hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
Hello, I just wanted to say that the BIK interface is working as expected.
Able to display a model with a BIK playing as its texture and it also plays
the sound too.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Sunday, September 13, 2009 12:44 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Avi Materials

I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets you create a
material for an avi on the fly in code. They also have the same interface
for BIK files in avi/ibik.h I may try the BIK interface because I at least
have proof in other instances that the IBik interface works because it is
used to render the training videos in tf2 maps.

Thanks
Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Sunday, September 13, 2009 6:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Avi Materials

You are doing something wrong. I have been really toying with this, and
I have had some of the bugs you have mentioned, but I have also fixed
them. The problem is that produceral materials needs to be redrawn.
Although as long as stay ingame it doesn't 'need' to be redrawn, but you
cannot be sure the memory of the produceral texture is overriden. This
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've
been experimenting with using ffmpeg instead - and I got it successfully
working ingame. Although it's hardly finished and is still very very
buggy and experimental, it is able to playable all sorts of videos. I
need to add a few other features to it, but if you are interested, mail
me and I'll provide you with the WIP code. I'll post it on the Wiki once
it's working correctly.
> Hello,
>
>
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>
>
> I've the following code running when my entity is created on the client.
>
>
>
> The avi is a valid file because it complains if it can't find the file.
The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>   m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>
>
>   if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>   {
>
> m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
> m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
> SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>   }
>
>
>
>   if(m_pAviMaterial)
>
> m_pAviMaterial->AddRef();
>
> }
>
>
>
> Then in my DrawModel function I do.
>
>
>
> if(m_pAviMaterial)
>
>   modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>
>
> This does not work so to speak because I get a material on my model that
is
> pink checkerboard partially and the rest has no alpha. When I brought up
the
> console I got some artifacts from other textures showing on my model.
These
> artifacts seemed to be the memory for the main menu texture, and also one
of
> our mods hud textures as well as some random pixels.
>
>
>
> I've also tried forcing the frame to some constant value every think and
it
> doesn't help.
>
>
>
> Has anyone had any success with using this?
>
>
>
> Thanks
>
> Chris
>
> ___
> 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] Huge SDK/Hammer Problems

2009-09-13 Thread Alex Kane
Also, I forgot to add - every now and again my camera view glitches out 
and thinks it's in shift-z fullscreen mode. E.G it's still only 1/4 of 
the screen but the centre of where I was facing is now in the middle of 
the whole screen. I have to hit shift-z a few times and it's annoying as 
hell.


Alex Kane wrote:
> I've done this three times, and I've just reinstalled Steam completely.
>
> It's still not working.
>
>
> Tobias Kammersgaard wrote:
>   
>> Delete your Source SDK folder, and the GCF. Redownload it from Steam and
>> done.
>>
>> /ScarT
>>
>>
>> 2009/9/13 Alex Kane 
>>
>>   
>> 
>>> Thanks for the replies both of you, but those are two things I tried a
>>> long time ago to no avail. Steam is running as an administrator and
>>> verifying the cache doesn't say anything is wrong.
>>>
>>> And no, it doesn't say what files are missing.
>>>
>>>
>>> Jed wrote:
>>> 
>>>   
 Have you tried running steam in compatibility mode or as administrator?

 I'm running the Windows 7 RTM 64-bit and haven't had any issues with
 the SDK launcher (yet).

 - Jed

 2009/9/13 Alex Kane :

   
 
> I have now reinstalled Steam in its entirety, and it STILL does not
> 
>   
>>> work.
>>> 
>>>   
> This is a joke.
>
>
> Matt Hoffman wrote:
>
> 
>   
>> I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
>>
>> On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards >   
>> 
 wrote:
   
 
>>   
>> 
>>> You're running a pre-release 64bit operating system. Hmm...
>>>
>>> The Hammer problems happen to everyone who launches Hammer directly. I
>>> really wish they'd fix it!
>>>
>>> Alex Kane wrote:
>>>
>>>
>>> 
>>>   
 Firstly, I'm running Windows 7 RC, 64 bit, for reference.

 So basically, the problem is firstly, that the Source SDK is not
   
 
>>> working.
>>> 
>>>   
 I try to launch it through Steam, and the program appears to start,
 appearing in the Superbar, however nothing ever appears on screen (I
 left it going all day).

 However, this is not a huge deal as I can get around this by manually
 launching Hammer from its executable in the orangebox folder.

 Again, however, upon launching and choosing the TF2 launch option and
 trying to load my map, I get the message "Failed to load the default
 scheme file. The map views may be missing some visual elements." This
   
 
>>> is
>>> 
>>>   
 true, as I cannot see any measurements for my brushes - e.g. how
   
 
>>> high,
>>> 
>>>   
 wide, long something is. It's simply not there.

 Then, the second problem is that the editor will crash as soon as I
 attempt to browse for models. I create a prop entity and try to
   
 
>>> choose a
>>> 
>>>   
 world model, however a few seconds after clicking 'browse', the
   
 
>>> editor
>>> 
>>>   
 will close completely with no error message.

 As well as this, when I try to compile a map I get errors, and
   
 
>>> vbsp.exe
>>> 
>>>   
 crashes. Here's a log:
 http://pastebin.com/m1eb545cd

 I'm really stuck here, as this makes it really tricky to do anything
   
 
>>> but
>>> 
>>>   
 copy/paste existing brushes and fit them to already existing areas in
   
 
>>> my
>>> 
>>>   
 level.

 If anyone could help, I'd greatly appreciate it!

 Thanks,

 - Beacon

 ___
 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] Avi Materials

2009-09-13 Thread Christopher Harris
I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets you create a
material for an avi on the fly in code. They also have the same interface
for BIK files in avi/ibik.h I may try the BIK interface because I at least
have proof in other instances that the IBik interface works because it is
used to render the training videos in tf2 maps.

Thanks
Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Sunday, September 13, 2009 6:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Avi Materials

You are doing something wrong. I have been really toying with this, and
I have had some of the bugs you have mentioned, but I have also fixed
them. The problem is that produceral materials needs to be redrawn.
Although as long as stay ingame it doesn't 'need' to be redrawn, but you
cannot be sure the memory of the produceral texture is overriden. This
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've
been experimenting with using ffmpeg instead - and I got it successfully
working ingame. Although it's hardly finished and is still very very
buggy and experimental, it is able to playable all sorts of videos. I
need to add a few other features to it, but if you are interested, mail
me and I'll provide you with the WIP code. I'll post it on the Wiki once
it's working correctly.
> Hello,
>
>
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>
>
> I've the following code running when my entity is created on the client.
>
>
>
> The avi is a valid file because it complains if it can't find the file.
The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>   m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>
>
>   if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>   {
>
> m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
> m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
> SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>   }
>
>
>
>   if(m_pAviMaterial)
>
> m_pAviMaterial->AddRef();
>
> }
>
>
>
> Then in my DrawModel function I do.
>
>
>
> if(m_pAviMaterial)
>
>   modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>
>
> This does not work so to speak because I get a material on my model that
is
> pink checkerboard partially and the rest has no alpha. When I brought up
the
> console I got some artifacts from other textures showing on my model.
These
> artifacts seemed to be the memory for the main menu texture, and also one
of
> our mods hud textures as well as some random pixels.
>
>
>
> I've also tried forcing the frame to some constant value every think and
it
> doesn't help.
>
>
>
> Has anyone had any success with using this?
>
>
>
> Thanks
>
> Chris
>
> ___
> 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] Huge SDK/Hammer Problems

2009-09-13 Thread Alex Kane
I've done this three times, and I've just reinstalled Steam completely.

It's still not working.


Tobias Kammersgaard wrote:
> Delete your Source SDK folder, and the GCF. Redownload it from Steam and
> done.
>
> /ScarT
>
>
> 2009/9/13 Alex Kane 
>
>   
>> Thanks for the replies both of you, but those are two things I tried a
>> long time ago to no avail. Steam is running as an administrator and
>> verifying the cache doesn't say anything is wrong.
>>
>> And no, it doesn't say what files are missing.
>>
>>
>> Jed wrote:
>> 
>>> Have you tried running steam in compatibility mode or as administrator?
>>>
>>> I'm running the Windows 7 RTM 64-bit and haven't had any issues with
>>> the SDK launcher (yet).
>>>
>>> - Jed
>>>
>>> 2009/9/13 Alex Kane :
>>>
>>>   
 I have now reinstalled Steam in its entirety, and it STILL does not
 
>> work.
>> 
 This is a joke.


 Matt Hoffman wrote:

 
> I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
>
> On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards    
>>> wrote:
>>>   
>
>   
>> You're running a pre-release 64bit operating system. Hmm...
>>
>> The Hammer problems happen to everyone who launches Hammer directly. I
>> really wish they'd fix it!
>>
>> Alex Kane wrote:
>>
>>
>> 
>>> Firstly, I'm running Windows 7 RC, 64 bit, for reference.
>>>
>>> So basically, the problem is firstly, that the Source SDK is not
>>>   
>> working.
>> 
>>> I try to launch it through Steam, and the program appears to start,
>>> appearing in the Superbar, however nothing ever appears on screen (I
>>> left it going all day).
>>>
>>> However, this is not a huge deal as I can get around this by manually
>>> launching Hammer from its executable in the orangebox folder.
>>>
>>> Again, however, upon launching and choosing the TF2 launch option and
>>> trying to load my map, I get the message "Failed to load the default
>>> scheme file. The map views may be missing some visual elements." This
>>>   
>> is
>> 
>>> true, as I cannot see any measurements for my brushes - e.g. how
>>>   
>> high,
>> 
>>> wide, long something is. It's simply not there.
>>>
>>> Then, the second problem is that the editor will crash as soon as I
>>> attempt to browse for models. I create a prop entity and try to
>>>   
>> choose a
>> 
>>> world model, however a few seconds after clicking 'browse', the
>>>   
>> editor
>> 
>>> will close completely with no error message.
>>>
>>> As well as this, when I try to compile a map I get errors, and
>>>   
>> vbsp.exe
>> 
>>> crashes. Here's a log:
>>> http://pastebin.com/m1eb545cd
>>>
>>> I'm really stuck here, as this makes it really tricky to do anything
>>>   
>> but
>> 
>>> copy/paste existing brushes and fit them to already existing areas in
>>>   
>> my
>> 
>>> level.
>>>
>>> If anyone could help, I'd greatly appreciate it!
>>>
>>> Thanks,
>>>
>>> - Beacon
>>>
>>> ___
>>> 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:
>> 
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> 
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> To unsubscribe, edi

Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Tobias Kammersgaard
Delete your Source SDK folder, and the GCF. Redownload it from Steam and
done.

/ScarT


2009/9/13 Alex Kane 

> Thanks for the replies both of you, but those are two things I tried a
> long time ago to no avail. Steam is running as an administrator and
> verifying the cache doesn't say anything is wrong.
>
> And no, it doesn't say what files are missing.
>
>
> Jed wrote:
> > Have you tried running steam in compatibility mode or as administrator?
> >
> > I'm running the Windows 7 RTM 64-bit and haven't had any issues with
> > the SDK launcher (yet).
> >
> > - Jed
> >
> > 2009/9/13 Alex Kane :
> >
> >> I have now reinstalled Steam in its entirety, and it STILL does not
> work.
> >> This is a joke.
> >>
> >>
> >> Matt Hoffman wrote:
> >>
> >>> I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
> >>>
> >>> On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards  >wrote:
> >>>
> >>>
> >>>
>  You're running a pre-release 64bit operating system. Hmm...
> 
>  The Hammer problems happen to everyone who launches Hammer directly. I
>  really wish they'd fix it!
> 
>  Alex Kane wrote:
> 
> 
> > Firstly, I'm running Windows 7 RC, 64 bit, for reference.
> >
> > So basically, the problem is firstly, that the Source SDK is not
> working.
> > I try to launch it through Steam, and the program appears to start,
> > appearing in the Superbar, however nothing ever appears on screen (I
> > left it going all day).
> >
> > However, this is not a huge deal as I can get around this by manually
> > launching Hammer from its executable in the orangebox folder.
> >
> > Again, however, upon launching and choosing the TF2 launch option and
> > trying to load my map, I get the message "Failed to load the default
> > scheme file. The map views may be missing some visual elements." This
> is
> > true, as I cannot see any measurements for my brushes - e.g. how
> high,
> > wide, long something is. It's simply not there.
> >
> > Then, the second problem is that the editor will crash as soon as I
> > attempt to browse for models. I create a prop entity and try to
> choose a
> > world model, however a few seconds after clicking 'browse', the
> editor
> > will close completely with no error message.
> >
> > As well as this, when I try to compile a map I get errors, and
> vbsp.exe
> > crashes. Here's a log:
> > http://pastebin.com/m1eb545cd
> >
> > I'm really stuck here, as this makes it really tricky to do anything
> but
> > copy/paste existing brushes and fit them to already existing areas in
> my
> > level.
> >
> > If anyone could help, I'd greatly appreciate it!
> >
> > Thanks,
> >
> > - Beacon
> >
> > ___
> > 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
> >
> >
>
>
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>
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Re: [hlcoders] Avi Materials

2009-09-13 Thread Adam "amckern" McKern
I would think your code is based some what on;
http://developer.valvesoftware.com/wiki/AVI_Materials


Owner Nigredo Studios http://www.nigredostudios.com

--- On Sun, 13/9/09, Jonas 'Sortie' Termansen  wrote:

From: Jonas 'Sortie' Termansen 
Subject: Re: [hlcoders] Avi Materials
To: "Discussion of Half-Life Programming" 
Received: Sunday, 13 September, 2009, 8:18 PM

You are doing something wrong. I have been really toying with this, and 
I have had some of the bugs you have mentioned, but I have also fixed 
them. The problem is that produceral materials needs to be redrawn. 
Although as long as stay ingame it doesn't 'need' to be redrawn, but you 
cannot be sure the memory of the produceral texture is overriden. This 
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've 
been experimenting with using ffmpeg instead - and I got it successfully 
working ingame. Although it's hardly finished and is still very very 
buggy and experimental, it is able to playable all sorts of videos. I 
need to add a few other features to it, but if you are interested, mail 
me and I'll provide you with the WIP code. I'll post it on the Wiki once 
it's working correctly.
> Hello,
>
>  
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>  
>
> I've the following code running when my entity is created on the client.
>
>  
>
> The avi is a valid file because it complains if it can't find the file. The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>  
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>       m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>  
>
>       if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>       {
>
>             m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
>             m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
>             SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>       }
>
>  
>
>       if(m_pAviMaterial)
>
>             m_pAviMaterial->AddRef();
>
> }
>
>  
>
> Then in my DrawModel function I do.
>
>  
>
> if(m_pAviMaterial)
>
>       modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>  
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>  
>
> This does not work so to speak because I get a material on my model that is
> pink checkerboard partially and the rest has no alpha. When I brought up the
> console I got some artifacts from other textures showing on my model. These
> artifacts seemed to be the memory for the main menu texture, and also one of
> our mods hud textures as well as some random pixels.
>
>  
>
> I've also tried forcing the frame to some constant value every think and it
> doesn't help.
>
>  
>
> Has anyone had any success with using this?
>
>  
>
> Thanks
>
> Chris
>
> ___
> 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] Huge SDK/Hammer Problems

2009-09-13 Thread Alex Kane
Thanks for the replies both of you, but those are two things I tried a 
long time ago to no avail. Steam is running as an administrator and 
verifying the cache doesn't say anything is wrong.

And no, it doesn't say what files are missing.


Jed wrote:
> Have you tried running steam in compatibility mode or as administrator?
>
> I'm running the Windows 7 RTM 64-bit and haven't had any issues with
> the SDK launcher (yet).
>
> - Jed
>
> 2009/9/13 Alex Kane :
>   
>> I have now reinstalled Steam in its entirety, and it STILL does not work.
>> This is a joke.
>>
>>
>> Matt Hoffman wrote:
>> 
>>> I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
>>>
>>> On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards 
>>> wrote:
>>>
>>>
>>>   
 You're running a pre-release 64bit operating system. Hmm...

 The Hammer problems happen to everyone who launches Hammer directly. I
 really wish they'd fix it!

 Alex Kane wrote:

 
> Firstly, I'm running Windows 7 RC, 64 bit, for reference.
>
> So basically, the problem is firstly, that the Source SDK is not working.
> I try to launch it through Steam, and the program appears to start,
> appearing in the Superbar, however nothing ever appears on screen (I
> left it going all day).
>
> However, this is not a huge deal as I can get around this by manually
> launching Hammer from its executable in the orangebox folder.
>
> Again, however, upon launching and choosing the TF2 launch option and
> trying to load my map, I get the message "Failed to load the default
> scheme file. The map views may be missing some visual elements." This is
> true, as I cannot see any measurements for my brushes - e.g. how high,
> wide, long something is. It's simply not there.
>
> Then, the second problem is that the editor will crash as soon as I
> attempt to browse for models. I create a prop entity and try to choose a
> world model, however a few seconds after clicking 'browse', the editor
> will close completely with no error message.
>
> As well as this, when I try to compile a map I get errors, and vbsp.exe
> crashes. Here's a log:
> http://pastebin.com/m1eb545cd
>
> I'm really stuck here, as this makes it really tricky to do anything but
> copy/paste existing brushes and fit them to already existing areas in my
> level.
>
> If anyone could help, I'd greatly appreciate it!
>
> Thanks,
>
> - Beacon
>
> ___
> 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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>>
>>
>> 
>
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Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-13 Thread Tom Schumann
Have you tried verifying the integrity of your cache?
Also, if you close your map, but not Hammer, does the 'Messages' box say
what files it's missing?

2009/9/13 Alex Kane 

> I have now reinstalled Steam in its entirety, and it STILL does not work.
> This is a joke.
>
>
> Matt Hoffman wrote:
> > I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
> >
> > On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards  >wrote:
> >
> >
> >> You're running a pre-release 64bit operating system. Hmm...
> >>
> >> The Hammer problems happen to everyone who launches Hammer directly. I
> >> really wish they'd fix it!
> >>
> >> Alex Kane wrote:
> >>
> >>> Firstly, I'm running Windows 7 RC, 64 bit, for reference.
> >>>
> >>> So basically, the problem is firstly, that the Source SDK is not
> working.
> >>> I try to launch it through Steam, and the program appears to start,
> >>> appearing in the Superbar, however nothing ever appears on screen (I
> >>> left it going all day).
> >>>
> >>> However, this is not a huge deal as I can get around this by manually
> >>> launching Hammer from its executable in the orangebox folder.
> >>>
> >>> Again, however, upon launching and choosing the TF2 launch option and
> >>> trying to load my map, I get the message "Failed to load the default
> >>> scheme file. The map views may be missing some visual elements." This
> is
> >>> true, as I cannot see any measurements for my brushes - e.g. how high,
> >>> wide, long something is. It's simply not there.
> >>>
> >>> Then, the second problem is that the editor will crash as soon as I
> >>> attempt to browse for models. I create a prop entity and try to choose
> a
> >>> world model, however a few seconds after clicking 'browse', the editor
> >>> will close completely with no error message.
> >>>
> >>> As well as this, when I try to compile a map I get errors, and vbsp.exe
> >>> crashes. Here's a log:
> >>> http://pastebin.com/m1eb545cd
> >>>
> >>> I'm really stuck here, as this makes it really tricky to do anything
> but
> >>> copy/paste existing brushes and fit them to already existing areas in
> my
> >>> level.
> >>>
> >>> If anyone could help, I'd greatly appreciate it!
> >>>
> >>> Thanks,
> >>>
> >>> - Beacon
> >>>
> >>> ___
> >>> 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] Huge SDK/Hammer Problems

2009-09-13 Thread Jed
Have you tried running steam in compatibility mode or as administrator?

I'm running the Windows 7 RTM 64-bit and haven't had any issues with
the SDK launcher (yet).

- Jed

2009/9/13 Alex Kane :
> I have now reinstalled Steam in its entirety, and it STILL does not work.
> This is a joke.
>
>
> Matt Hoffman wrote:
>> I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
>>
>> On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards wrote:
>>
>>
>>> You're running a pre-release 64bit operating system. Hmm...
>>>
>>> The Hammer problems happen to everyone who launches Hammer directly. I
>>> really wish they'd fix it!
>>>
>>> Alex Kane wrote:
>>>
 Firstly, I'm running Windows 7 RC, 64 bit, for reference.

 So basically, the problem is firstly, that the Source SDK is not working.
 I try to launch it through Steam, and the program appears to start,
 appearing in the Superbar, however nothing ever appears on screen (I
 left it going all day).

 However, this is not a huge deal as I can get around this by manually
 launching Hammer from its executable in the orangebox folder.

 Again, however, upon launching and choosing the TF2 launch option and
 trying to load my map, I get the message "Failed to load the default
 scheme file. The map views may be missing some visual elements." This is
 true, as I cannot see any measurements for my brushes - e.g. how high,
 wide, long something is. It's simply not there.

 Then, the second problem is that the editor will crash as soon as I
 attempt to browse for models. I create a prop entity and try to choose a
 world model, however a few seconds after clicking 'browse', the editor
 will close completely with no error message.

 As well as this, when I try to compile a map I get errors, and vbsp.exe
 crashes. Here's a log:
 http://pastebin.com/m1eb545cd

 I'm really stuck here, as this makes it really tricky to do anything but
 copy/paste existing brushes and fit them to already existing areas in my
 level.

 If anyone could help, I'd greatly appreciate it!

 Thanks,

 - Beacon

 ___
 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] Huge SDK/Hammer Problems

2009-09-13 Thread Alex Kane
I have now reinstalled Steam in its entirety, and it STILL does not work.
This is a joke.


Matt Hoffman wrote:
> I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.
>
> On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards wrote:
>
>   
>> You're running a pre-release 64bit operating system. Hmm...
>>
>> The Hammer problems happen to everyone who launches Hammer directly. I
>> really wish they'd fix it!
>>
>> Alex Kane wrote:
>> 
>>> Firstly, I'm running Windows 7 RC, 64 bit, for reference.
>>>
>>> So basically, the problem is firstly, that the Source SDK is not working.
>>> I try to launch it through Steam, and the program appears to start,
>>> appearing in the Superbar, however nothing ever appears on screen (I
>>> left it going all day).
>>>
>>> However, this is not a huge deal as I can get around this by manually
>>> launching Hammer from its executable in the orangebox folder.
>>>
>>> Again, however, upon launching and choosing the TF2 launch option and
>>> trying to load my map, I get the message "Failed to load the default
>>> scheme file. The map views may be missing some visual elements." This is
>>> true, as I cannot see any measurements for my brushes - e.g. how high,
>>> wide, long something is. It's simply not there.
>>>
>>> Then, the second problem is that the editor will crash as soon as I
>>> attempt to browse for models. I create a prop entity and try to choose a
>>> world model, however a few seconds after clicking 'browse', the editor
>>> will close completely with no error message.
>>>
>>> As well as this, when I try to compile a map I get errors, and vbsp.exe
>>> crashes. Here's a log:
>>> http://pastebin.com/m1eb545cd
>>>
>>> I'm really stuck here, as this makes it really tricky to do anything but
>>> copy/paste existing brushes and fit them to already existing areas in my
>>> level.
>>>
>>> If anyone could help, I'd greatly appreciate it!
>>>
>>> Thanks,
>>>
>>> - Beacon
>>>
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>>>
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Re: [hlcoders] Avi Materials

2009-09-13 Thread Jonas 'Sortie' Termansen
You are doing something wrong. I have been really toying with this, and 
I have had some of the bugs you have mentioned, but I have also fixed 
them. The problem is that produceral materials needs to be redrawn. 
Although as long as stay ingame it doesn't 'need' to be redrawn, but you 
cannot be sure the memory of the produceral texture is overriden. This 
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've 
been experimenting with using ffmpeg instead - and I got it successfully 
working ingame. Although it's hardly finished and is still very very 
buggy and experimental, it is able to playable all sorts of videos. I 
need to add a few other features to it, but if you are interested, mail 
me and I'll provide you with the WIP code. I'll post it on the Wiki once 
it's working correctly.
> Hello,
>
>  
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>  
>
> I've the following code running when my entity is created on the client.
>
>  
>
> The avi is a valid file because it complains if it can't find the file. The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>  
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>   m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>  
>
>   if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>   {
>
> m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
> m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
> SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>   }
>
>  
>
>   if(m_pAviMaterial)
>
> m_pAviMaterial->AddRef();
>
> }
>
>  
>
> Then in my DrawModel function I do.
>
>  
>
> if(m_pAviMaterial)
>
>   modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>  
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>  
>
> This does not work so to speak because I get a material on my model that is
> pink checkerboard partially and the rest has no alpha. When I brought up the
> console I got some artifacts from other textures showing on my model. These
> artifacts seemed to be the memory for the main menu texture, and also one of
> our mods hud textures as well as some random pixels.
>
>  
>
> I've also tried forcing the frame to some constant value every think and it
> doesn't help.
>
>  
>
> Has anyone had any success with using this?
>
>  
>
> Thanks
>
> Chris
>
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[hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
Hello,

 

I've tried to utilize the IAvi Interface to create a material for an avi
file.

 

I've the following code running when my entity is created on the client.

 

The avi is a valid file because it complains if it can't find the file. The
file I am passing in for now was created in the engine itself using
startmovie blah avi

 

if(updateType == DATA_UPDATE_CREATED)

{

  m_hAviMaterial =
avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");

 

  if ( m_hAviMaterial != AVIMATERIAL_INVALID )

  {

m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);

m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);

SetNextClientThink(CLIENT_THINK_ALWAYS);

  }

 

  if(m_pAviMaterial)

m_pAviMaterial->AddRef();

}

 

Then in my DrawModel function I do.

 

if(m_pAviMaterial)

  modelrender->ForcedMaterialOverride(m_pAviMaterial);

 

int val = BaseClass::DrawModel(flags);

modelrender->ForcedMaterialOverride(0);

return val;

 

This does not work so to speak because I get a material on my model that is
pink checkerboard partially and the rest has no alpha. When I brought up the
console I got some artifacts from other textures showing on my model. These
artifacts seemed to be the memory for the main menu texture, and also one of
our mods hud textures as well as some random pixels.

 

I've also tried forcing the frame to some constant value every think and it
doesn't help.

 

Has anyone had any success with using this?

 

Thanks

Chris

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