Re: [hlcoders] Avi Materials
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___
Re: [hlcoders] Huge SDK/Hammer Problems
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
> > 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Huge SDK/Hammer Problems
> > 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Huge SDK/Hammer Problems
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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Avi Materials
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Huge SDK/Hammer Problems
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
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 > > ___ 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] Huge SDK/Hammer Problems
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 >>> ___ >>> 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, edi
Re: [hlcoders] Huge SDK/Hammer Problems
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 > > > > > > > ___ > 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
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Get more done like never before with Yahoo!7 Mail. Learn more: http://au.overview.mail.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Huge SDK/Hammer Problems
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Huge SDK/Hammer Problems
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 > > > > > > > ___ > 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] Huge SDK/Hammer Problems
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
Re: [hlcoders] Huge SDK/Hammer Problems
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
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Avi Materials
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