[hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
project @ SDA (speeddemosarchive.com) and we have some questions about the
HL engine.
We would like to achieve a frame-by-frame (frame advancing when you press a
specific key) gameplay to abuse every bug and glitch in HL. However the full
HL SDK (as far as I know) doesn't gives me possibility to have a custom
function that would interrupt everything and making a TOTAL engine-pause
whenever there's a frame advance. So my question would be this:

Is there any possible way to play the game frame-by-frame?
(with absolutely no server-client communication or anything else during
frame-pause).

If you don't understand what I'm talking about (tool assisted, speedrun, why
abuse glitches, why we need frame advance), feel free to ask it.
btw I wanted to read the archives, but the txt files comes with
very-very-very slow bitrate.

Thanks for responses in advance.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Rodrigo 'r2d2rigo' Diaz
Try using the convars host_framerate and pause.

2009/9/21 Olivér Horváth ol...@cubeclub.hu

 Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
 We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
 project @ SDA (speeddemosarchive.com) and we have some questions about the
 HL engine.
 We would like to achieve a frame-by-frame (frame advancing when you press a
 specific key) gameplay to abuse every bug and glitch in HL. However the
 full
 HL SDK (as far as I know) doesn't gives me possibility to have a custom
 function that would interrupt everything and making a TOTAL engine-pause
 whenever there's a frame advance. So my question would be this:

 Is there any possible way to play the game frame-by-frame?
 (with absolutely no server-client communication or anything else during
 frame-pause).

 If you don't understand what I'm talking about (tool assisted, speedrun,
 why
 abuse glitches, why we need frame advance), feel free to ask it.
 btw I wanted to read the archives, but the txt files comes with
 very-very-very slow bitrate.

 Thanks for responses in advance.
 ___
 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] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
Wow thanks for the fast response.
Well, I already tried every cvar, but none of them makes the gameplay
frame-by-frame. using the host_framerate or pause; wait; pause method won't
interrupt the server-client communcation. So this is basicly only a visual
frame advancing, and we would need real frame advancing. However I don't
have the real, full, compilable HL source code, and the downloadable free hl
sdk doesn't has the server_frame function or anything that processed in
every frame.

The best thing should be to have the same DemoPlayer's gui @ HL
singleplayer.

2009/9/21 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com

 Try using the convars host_framerate and pause.

 2009/9/21 Olivér Horváth ol...@cubeclub.hu

  Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
  We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
  project @ SDA (speeddemosarchive.com) and we have some questions about
 the
  HL engine.
  We would like to achieve a frame-by-frame (frame advancing when you press
 a
  specific key) gameplay to abuse every bug and glitch in HL. However the
  full
  HL SDK (as far as I know) doesn't gives me possibility to have a custom
  function that would interrupt everything and making a TOTAL engine-pause
  whenever there's a frame advance. So my question would be this:
 
  Is there any possible way to play the game frame-by-frame?
  (with absolutely no server-client communication or anything else during
  frame-pause).
 
  If you don't understand what I'm talking about (tool assisted, speedrun,
  why
  abuse glitches, why we need frame advance), feel free to ask it.
  btw I wanted to read the archives, but the txt files comes with
  very-very-very slow bitrate.
 
  Thanks for responses in advance.
  ___
  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



[hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Tom Edwards
The release of the Heavy model sources (which is excellent BTW) has 
confirmed that Valve's modellers now use Maya, and revealed the 
quasi-binary DMX format as the successor to SMD.

What does this mean for XSI support, particularly the Mod Tool?  Its 
exporter has needed updating for a long time, mainly in terms of UI but 
also core functionality. I'm sure the Maya plugin is an improvement on 
all fronts but it's no help to most modders, as Maya doesn't have a free 
Mod Tool equivalent.

I'm also a little wary about DMX, since it can't be easily understood by 
someone wanting to write a new exporter. Can we (and by we I mostly mean 
Jed of course) see a spec for it? Does it support new features that SMD 
does not?

The good news is that there's a new Blender exporter out 
http://dvondrake.com/scripts/blendersmd that does everything except 
VTA. Blender may have to become the new modder's choice for Source, 
which, as much as I like it, isn't ideal given the exotic UI.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Andrew Ritchie
Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may
be something similar still available.

On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 The release of the Heavy model sources (which is excellent BTW) has
 confirmed that Valve's modellers now use Maya, and revealed the
 quasi-binary DMX format as the successor to SMD.

 What does this mean for XSI support, particularly the Mod Tool?  Its
 exporter has needed updating for a long time, mainly in terms of UI but
 also core functionality. I'm sure the Maya plugin is an improvement on
 all fronts but it's no help to most modders, as Maya doesn't have a free
 Mod Tool equivalent.

 I'm also a little wary about DMX, since it can't be easily understood by
 someone wanting to write a new exporter. Can we (and by we I mostly mean
 Jed of course) see a spec for it? Does it support new features that SMD
 does not?

 The good news is that there's a new Blender exporter out
 http://dvondrake.com/scripts/blendersmd that does everything except
 VTA. Blender may have to become the new modder's choice for Source,
 which, as much as I like it, isn't ideal given the exotic UI.


 ___
 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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
I would be very surprised if the compiler doesn't still support SMD
for legacy reasons.

Suppose I better brace myself for the inevitable flood of emails
asking me when I'll add DMX support to my plug-ins...

- Jed

2009/9/21 Andrew Ritchie gotta...@gmail.com:
 Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may
 be something similar still available.

 On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 The release of the Heavy model sources (which is excellent BTW) has
 confirmed that Valve's modellers now use Maya, and revealed the
 quasi-binary DMX format as the successor to SMD.

 What does this mean for XSI support, particularly the Mod Tool?  Its
 exporter has needed updating for a long time, mainly in terms of UI but
 also core functionality. I'm sure the Maya plugin is an improvement on
 all fronts but it's no help to most modders, as Maya doesn't have a free
 Mod Tool equivalent.

 I'm also a little wary about DMX, since it can't be easily understood by
 someone wanting to write a new exporter. Can we (and by we I mostly mean
 Jed of course) see a spec for it? Does it support new features that SMD
 does not?

 The good news is that there's a new Blender exporter out
 http://dvondrake.com/scripts/blendersmd that does everything except
 VTA. Blender may have to become the new modder's choice for Source,
 which, as much as I like it, isn't ideal given the exotic UI.


 ___
 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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Minh
does anyone know what advantages the .dmx format has over smd?

Jed wrote:
 I would be very surprised if the compiler doesn't still support SMD
 for legacy reasons.

 Suppose I better brace myself for the inevitable flood of emails
 asking me when I'll add DMX support to my plug-ins...

 - Jed

 2009/9/21 Andrew Ritchie gotta...@gmail.com:
   
 Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may
 be something similar still available.

 On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 
 The release of the Heavy model sources (which is excellent BTW) has
 confirmed that Valve's modellers now use Maya, and revealed the
 quasi-binary DMX format as the successor to SMD.

 What does this mean for XSI support, particularly the Mod Tool?  Its
 exporter has needed updating for a long time, mainly in terms of UI but
 also core functionality. I'm sure the Maya plugin is an improvement on
 all fronts but it's no help to most modders, as Maya doesn't have a free
 Mod Tool equivalent.

 I'm also a little wary about DMX, since it can't be easily understood by
 someone wanting to write a new exporter. Can we (and by we I mostly mean
 Jed of course) see a spec for it? Does it support new features that SMD
 does not?

 The good news is that there's a new Blender exporter out
 http://dvondrake.com/scripts/blendersmd that does everything except
 VTA. Blender may have to become the new modder's choice for Source,
 which, as much as I like it, isn't ideal given the exotic UI.


 ___
 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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread botman
Everybody should just use COLLADA...

https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema

:)

On 9/21/2009 8:40 AM, Minh wrote:
 does anyone know what advantages the .dmx format has over smd?

 Jed wrote:
 I would be very surprised if the compiler doesn't still support SMD
 for legacy reasons.

 Suppose I better brace myself for the inevitable flood of emails
 asking me when I'll add DMX support to my plug-ins...

 - Jed

 2009/9/21 Andrew Ritchiegotta...@gmail.com:

 Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may
 be something similar still available.

 On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwardst_edwa...@btinternet.comwrote:


 The release of the Heavy model sources (which is excellent BTW) has
 confirmed that Valve's modellers now use Maya, and revealed the
 quasi-binary DMX format as the successor to SMD.

 What does this mean for XSI support, particularly the Mod Tool?  Its
 exporter has needed updating for a long time, mainly in terms of UI but
 also core functionality. I'm sure the Maya plugin is an improvement on
 all fronts but it's no help to most modders, as Maya doesn't have a free
 Mod Tool equivalent.

 I'm also a little wary about DMX, since it can't be easily understood by
 someone wanting to write a new exporter. Can we (and by we I mostly mean
 Jed of course) see a spec for it? Does it support new features that SMD
 does not?

 The good news is that there's a new Blender exporter out
 http://dvondrake.com/scripts/blendersmd  that does everything except
 VTA. Blender may have to become the new modder's choice for Source,
 which, as much as I like it, isn't ideal given the exotic UI.


 ___
 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


-- 
Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
I concur.

I've been pushing the idea with Tony and Mike for at least 18 months. :)

- Jed

2009/9/21 botman botman.hlcod...@gmail.com:
 Everybody should just use COLLADA...

 https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema

 :)

 On 9/21/2009 8:40 AM, Minh wrote:
 does anyone know what advantages the .dmx format has over smd?

 Jed wrote:
 I would be very surprised if the compiler doesn't still support SMD
 for legacy reasons.

 Suppose I better brace myself for the inevitable flood of emails
 asking me when I'll add DMX support to my plug-ins...

 - Jed

 2009/9/21 Andrew Ritchiegotta...@gmail.com:

 Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there 
 may
 be something similar still available.

 On Mon, Sep 21, 2009 at 1:35 PM, Tom 
 Edwardst_edwa...@btinternet.comwrote:


 The release of the Heavy model sources (which is excellent BTW) has
 confirmed that Valve's modellers now use Maya, and revealed the
 quasi-binary DMX format as the successor to SMD.

 What does this mean for XSI support, particularly the Mod Tool?  Its
 exporter has needed updating for a long time, mainly in terms of UI but
 also core functionality. I'm sure the Maya plugin is an improvement on
 all fronts but it's no help to most modders, as Maya doesn't have a free
 Mod Tool equivalent.

 I'm also a little wary about DMX, since it can't be easily understood by
 someone wanting to write a new exporter. Can we (and by we I mostly mean
 Jed of course) see a spec for it? Does it support new features that SMD
 does not?

 The good news is that there's a new Blender exporter out
 http://dvondrake.com/scripts/blendersmd  that does everything except
 VTA. Blender may have to become the new modder's choice for Source,
 which, as much as I like it, isn't ideal given the exotic UI.


 ___
 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


 --
 Jeffrey botman Broome

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Nick
Good site. I liked the very quick tutorial on how to make prop using
blender and smd exporter::
http://www.dvondrake.com/tutorials/modeling-for-source-in-blender

On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote:
 The release of the Heavy model sources (which is excellent BTW) has
 confirmed that Valve's modellers now use Maya, and revealed the
 quasi-binary DMX format as the successor to SMD.

 What does this mean for XSI support, particularly the Mod Tool?  Its
 exporter has needed updating for a long time, mainly in terms of UI but
 also core functionality. I'm sure the Maya plugin is an improvement on
 all fronts but it's no help to most modders, as Maya doesn't have a free
 Mod Tool equivalent.

 I'm also a little wary about DMX, since it can't be easily understood by
 someone wanting to write a new exporter. Can we (and by we I mostly mean
 Jed of course) see a spec for it? Does it support new features that SMD
 does not?

 The good news is that there's a new Blender exporter out
 http://dvondrake.com/scripts/blendersmd that does everything except
 VTA. Blender may have to become the new modder's choice for Source,
 which, as much as I like it, isn't ideal given the exotic UI.


 ___
 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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Saul Rennison
Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like
DMX :D

Thanks,
- Saul.


2009/9/21 Nick xnicho...@gmail.com

 Good site. I liked the very quick tutorial on how to make prop using
 blender and smd exporter::
 http://www.dvondrake.com/tutorials/modeling-for-source-in-blender

 On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:
  The release of the Heavy model sources (which is excellent BTW) has
  confirmed that Valve's modellers now use Maya, and revealed the
  quasi-binary DMX format as the successor to SMD.
 
  What does this mean for XSI support, particularly the Mod Tool?  Its
  exporter has needed updating for a long time, mainly in terms of UI but
  also core functionality. I'm sure the Maya plugin is an improvement on
  all fronts but it's no help to most modders, as Maya doesn't have a free
  Mod Tool equivalent.
 
  I'm also a little wary about DMX, since it can't be easily understood by
  someone wanting to write a new exporter. Can we (and by we I mostly mean
  Jed of course) see a spec for it? Does it support new features that SMD
  does not?
 
  The good news is that there's a new Blender exporter out
  http://dvondrake.com/scripts/blendersmd that does everything except
  VTA. Blender may have to become the new modder's choice for Source,
  which, as much as I like it, isn't ideal given the exotic UI.
 
 
  ___
  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] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Saul Rennison
Isn't there a command called *singlestep*? If so, then do:

bind *key* next 1
singlestep

Then press *key* to advance a frame :)

Thanks,
- Saul.


2009/9/21 Olivér Horváth ol...@cubeclub.hu

 Wow thanks for the fast response.
 Well, I already tried every cvar, but none of them makes the gameplay
 frame-by-frame. using the host_framerate or pause; wait; pause method won't
 interrupt the server-client communcation. So this is basicly only a
 visual
 frame advancing, and we would need real frame advancing. However I don't
 have the real, full, compilable HL source code, and the downloadable free
 hl
 sdk doesn't has the server_frame function or anything that processed in
 every frame.

 The best thing should be to have the same DemoPlayer's gui @ HL
 singleplayer.

 2009/9/21 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com

  Try using the convars host_framerate and pause.
 
  2009/9/21 Olivér Horváth ol...@cubeclub.hu
 
   Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
   We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
   project @ SDA (speeddemosarchive.com) and we have some questions about
  the
   HL engine.
   We would like to achieve a frame-by-frame (frame advancing when you
 press
  a
   specific key) gameplay to abuse every bug and glitch in HL. However the
   full
   HL SDK (as far as I know) doesn't gives me possibility to have a custom
   function that would interrupt everything and making a TOTAL
 engine-pause
   whenever there's a frame advance. So my question would be this:
  
   Is there any possible way to play the game frame-by-frame?
   (with absolutely no server-client communication or anything else during
   frame-pause).
  
   If you don't understand what I'm talking about (tool assisted,
 speedrun,
   why
   abuse glitches, why we need frame advance), feel free to ask it.
   btw I wanted to read the archives, but the txt files comes with
   very-very-very slow bitrate.
  
   Thanks for responses in advance.
   ___
   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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
Having looked at the DMX and the associated SMD files I can't
immediately see what it offers apart from maybe a tighter file format
(and all the lovely information about Burke at Valve and his Windows
XP service packs and choice of nVidia graphic card circa 2007). At
first glance I thought it was just binary XML (which the compiler also
seems to support...)

Looking at the QC/QCI combos it seems that as far as modelling is
concerned SMD is still good for a while yet, DMX just seems like a
more efficient way of storing mesh/bone/animation data. I suppose the
only people who will care are those trying to decompile DMX files and
cant. For new models SMD will do for a while yet.

That said if Valve want to release the DMX file format (and I'll be
happy to sign an NDA if they wish) I'll have a go at making a Max
exporter/importer/transporter/howsyourdaughter.

- Jed

2009/9/21 Saul Rennison saul.renni...@gmail.com:
 Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like
 DMX :D

 Thanks,
 - Saul.


 2009/9/21 Nick xnicho...@gmail.com

 Good site. I liked the very quick tutorial on how to make prop using
 blender and smd exporter::
 http://www.dvondrake.com/tutorials/modeling-for-source-in-blender

 On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:
  The release of the Heavy model sources (which is excellent BTW) has
  confirmed that Valve's modellers now use Maya, and revealed the
  quasi-binary DMX format as the successor to SMD.
 
  What does this mean for XSI support, particularly the Mod Tool?  Its
  exporter has needed updating for a long time, mainly in terms of UI but
  also core functionality. I'm sure the Maya plugin is an improvement on
  all fronts but it's no help to most modders, as Maya doesn't have a free
  Mod Tool equivalent.
 
  I'm also a little wary about DMX, since it can't be easily understood by
  someone wanting to write a new exporter. Can we (and by we I mostly mean
  Jed of course) see a spec for it? Does it support new features that SMD
  does not?
 
  The good news is that there's a new Blender exporter out
  http://dvondrake.com/scripts/blendersmd that does everything except
  VTA. Blender may have to become the new modder's choice for Source,
  which, as much as I like it, isn't ideal given the exotic UI.
 
 
  ___
  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] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
I tried it in HL 1.1.2.1 and 1.1.0.8 but none of them recognize these
commands while I'm playing the single player. [unknown command].

2009/9/21 Saul Rennison saul.renni...@gmail.com

 Isn't there a command called *singlestep*? If so, then do:

 bind *key* next 1
 singlestep

 Then press *key* to advance a frame :)

 Thanks,
 - Saul.


 2009/9/21 Olivér Horváth ol...@cubeclub.hu

  Wow thanks for the fast response.
  Well, I already tried every cvar, but none of them makes the gameplay
  frame-by-frame. using the host_framerate or pause; wait; pause method
 won't
  interrupt the server-client communcation. So this is basicly only a
  visual
  frame advancing, and we would need real frame advancing. However I don't
  have the real, full, compilable HL source code, and the downloadable free
  hl
  sdk doesn't has the server_frame function or anything that processed in
  every frame.
 
  The best thing should be to have the same DemoPlayer's gui @ HL
  singleplayer.
 
  2009/9/21 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com
 
   Try using the convars host_framerate and pause.
  
   2009/9/21 Olivér Horváth ol...@cubeclub.hu
  
Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
We have a (currently in hold) Half-life 1 TAS [tool assisted]
 speedrun
project @ SDA (speeddemosarchive.com) and we have some questions
 about
   the
HL engine.
We would like to achieve a frame-by-frame (frame advancing when you
  press
   a
specific key) gameplay to abuse every bug and glitch in HL. However
 the
full
HL SDK (as far as I know) doesn't gives me possibility to have a
 custom
function that would interrupt everything and making a TOTAL
  engine-pause
whenever there's a frame advance. So my question would be this:
   
Is there any possible way to play the game frame-by-frame?
(with absolutely no server-client communication or anything else
 during
frame-pause).
   
If you don't understand what I'm talking about (tool assisted,
  speedrun,
why
abuse glitches, why we need frame advance), feel free to ask it.
btw I wanted to read the archives, but the txt files comes with
very-very-very slow bitrate.
   
Thanks for responses in advance.
___
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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
Well... One specific difference that it has: Pop open the Heavy's DMX file
for his Morphs. Instead of a quasi-binary file format, there's actual
strings and words.

With my (admittedly limited knowledge) leads me to believe that they set the
Flex's up in Maya with some tool in Maya, and then exported it. There seems
to be no flex- part in the qc anymore, and it all seems to be done via the
DMX File.

Very curious... But yes, I'd love updated tools for Max. Someone get Jed
what he needs please. :)

On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:

 Having looked at the DMX and the associated SMD files I can't
 immediately see what it offers apart from maybe a tighter file format
 (and all the lovely information about Burke at Valve and his Windows
 XP service packs and choice of nVidia graphic card circa 2007). At
 first glance I thought it was just binary XML (which the compiler also
 seems to support...)

 Looking at the QC/QCI combos it seems that as far as modelling is
 concerned SMD is still good for a while yet, DMX just seems like a
 more efficient way of storing mesh/bone/animation data. I suppose the
 only people who will care are those trying to decompile DMX files and
 cant. For new models SMD will do for a while yet.

 That said if Valve want to release the DMX file format (and I'll be
 happy to sign an NDA if they wish) I'll have a go at making a Max
 exporter/importer/transporter/howsyourdaughter.

 - Jed

 2009/9/21 Saul Rennison saul.renni...@gmail.com:
  Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
 like
  DMX :D
 
  Thanks,
  - Saul.
 
 
  2009/9/21 Nick xnicho...@gmail.com
 
  Good site. I liked the very quick tutorial on how to make prop using
  blender and smd exporter::
  http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
 
  On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com
  wrote:
   The release of the Heavy model sources (which is excellent BTW) has
   confirmed that Valve's modellers now use Maya, and revealed the
   quasi-binary DMX format as the successor to SMD.
  
   What does this mean for XSI support, particularly the Mod Tool?  Its
   exporter has needed updating for a long time, mainly in terms of UI
 but
   also core functionality. I'm sure the Maya plugin is an improvement on
   all fronts but it's no help to most modders, as Maya doesn't have a
 free
   Mod Tool equivalent.
  
   I'm also a little wary about DMX, since it can't be easily understood
 by
   someone wanting to write a new exporter. Can we (and by we I mostly
 mean
   Jed of course) see a spec for it? Does it support new features that
 SMD
   does not?
  
   The good news is that there's a new Blender exporter out
   http://dvondrake.com/scripts/blendersmd that does everything except
   VTA. Blender may have to become the new modder's choice for Source,
   which, as much as I like it, isn't ideal given the exotic UI.
  
  
   ___
   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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Tom Edwards
This is exactly what I was worried about. There's several new flex 
animation features in those files, chiefly wrinklemaps and tongues, that 
(AFAIK) can't be achieved with SMD.

Matt Hoffman wrote:
 Well... One specific difference that it has: Pop open the Heavy's DMX file
 for his Morphs. Instead of a quasi-binary file format, there's actual
 strings and words.

 With my (admittedly limited knowledge) leads me to believe that they set the
 Flex's up in Maya with some tool in Maya, and then exported it. There seems
 to be no flex- part in the qc anymore, and it all seems to be done via the
 DMX File.

 Very curious... But yes, I'd love updated tools for Max. Someone get Jed
 what he needs please. :)

 On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:

   
 Having looked at the DMX and the associated SMD files I can't
 immediately see what it offers apart from maybe a tighter file format
 (and all the lovely information about Burke at Valve and his Windows
 XP service packs and choice of nVidia graphic card circa 2007). At
 first glance I thought it was just binary XML (which the compiler also
 seems to support...)

 Looking at the QC/QCI combos it seems that as far as modelling is
 concerned SMD is still good for a while yet, DMX just seems like a
 more efficient way of storing mesh/bone/animation data. I suppose the
 only people who will care are those trying to decompile DMX files and
 cant. For new models SMD will do for a while yet.

 That said if Valve want to release the DMX file format (and I'll be
 happy to sign an NDA if they wish) I'll have a go at making a Max
 exporter/importer/transporter/howsyourdaughter.

 - Jed

 2009/9/21 Saul Rennison saul.renni...@gmail.com:
 
 Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
   
 like
 
 DMX :D

 Thanks,
 - Saul.


 2009/9/21 Nick xnicho...@gmail.com

   
 Good site. I liked the very quick tutorial on how to make prop using
 blender and smd exporter::
 http://www.dvondrake.com/tutorials/modeling-for-source-in-blender

 On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:
 
 The release of the Heavy model sources (which is excellent BTW) has
 confirmed that Valve's modellers now use Maya, and revealed the
 quasi-binary DMX format as the successor to SMD.

 What does this mean for XSI support, particularly the Mod Tool?  Its
 exporter has needed updating for a long time, mainly in terms of UI
   
 but
 
 also core functionality. I'm sure the Maya plugin is an improvement on
 all fronts but it's no help to most modders, as Maya doesn't have a
   
 free
 
 Mod Tool equivalent.

 I'm also a little wary about DMX, since it can't be easily understood
   
 by
 
 someone wanting to write a new exporter. Can we (and by we I mostly
   
 mean
 
 Jed of course) see a spec for it? Does it support new features that
   
 SMD
 
 does not?

 The good news is that there's a new Blender exporter out
 http://dvondrake.com/scripts/blendersmd that does everything except
 VTA. Blender may have to become the new modder's choice for Source,
 which, as much as I like it, isn't ideal given the exotic UI.


 ___
 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] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
And some of us who strive for quality work and animation are continuously
locked out. Even now that we FINALLY (Months late) have a model source, we
still can't do much with it. Neither  of us (Me and Mystfit who did this:
http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly
correcting this to make up for the lack of DMX for Max but... It kinda means
throwing out all of our CAT motion rigs and such.

It's kind of a bummer. We've been fighting against what we have since day
one... no vtas for a while... finally got vta's working, massive amounts of
work... Decided to put it off until we got model sources because they were
Coming and now we still can't use them.

Such is life.

On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 This is exactly what I was worried about. There's several new flex
 animation features in those files, chiefly wrinklemaps and tongues, that
 (AFAIK) can't be achieved with SMD.

 Matt Hoffman wrote:
  Well... One specific difference that it has: Pop open the Heavy's DMX
 file
  for his Morphs. Instead of a quasi-binary file format, there's actual
  strings and words.
 
  With my (admittedly limited knowledge) leads me to believe that they set
 the
  Flex's up in Maya with some tool in Maya, and then exported it. There
 seems
  to be no flex- part in the qc anymore, and it all seems to be done via
 the
  DMX File.
 
  Very curious... But yes, I'd love updated tools for Max. Someone get Jed
  what he needs please. :)
 
  On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:
 
 
  Having looked at the DMX and the associated SMD files I can't
  immediately see what it offers apart from maybe a tighter file format
  (and all the lovely information about Burke at Valve and his Windows
  XP service packs and choice of nVidia graphic card circa 2007). At
  first glance I thought it was just binary XML (which the compiler also
  seems to support...)
 
  Looking at the QC/QCI combos it seems that as far as modelling is
  concerned SMD is still good for a while yet, DMX just seems like a
  more efficient way of storing mesh/bone/animation data. I suppose the
  only people who will care are those trying to decompile DMX files and
  cant. For new models SMD will do for a while yet.
 
  That said if Valve want to release the DMX file format (and I'll be
  happy to sign an NDA if they wish) I'll have a go at making a Max
  exporter/importer/transporter/howsyourdaughter.
 
  - Jed
 
  2009/9/21 Saul Rennison saul.renni...@gmail.com:
 
  Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
 
  like
 
  DMX :D
 
  Thanks,
  - Saul.
 
 
  2009/9/21 Nick xnicho...@gmail.com
 
 
  Good site. I liked the very quick tutorial on how to make prop using
  blender and smd exporter::
  http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
 
  On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards 
 t_edwa...@btinternet.com
  wrote:
 
  The release of the Heavy model sources (which is excellent BTW) has
  confirmed that Valve's modellers now use Maya, and revealed the
  quasi-binary DMX format as the successor to SMD.
 
  What does this mean for XSI support, particularly the Mod Tool?  Its
  exporter has needed updating for a long time, mainly in terms of UI
 
  but
 
  also core functionality. I'm sure the Maya plugin is an improvement
 on
  all fronts but it's no help to most modders, as Maya doesn't have a
 
  free
 
  Mod Tool equivalent.
 
  I'm also a little wary about DMX, since it can't be easily understood
 
  by
 
  someone wanting to write a new exporter. Can we (and by we I mostly
 
  mean
 
  Jed of course) see a spec for it? Does it support new features that
 
  SMD
 
  does not?
 
  The good news is that there's a new Blender exporter out
  http://dvondrake.com/scripts/blendersmd that does everything
 except
  VTA. Blender may have to become the new modder's choice for Source,
  which, as much as I like it, isn't ideal given the exotic UI.
 
 
  ___
  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:
  

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Nick
Wouldn't your time and energy be better spent on an open game engine?
or some program that provides actual value besides entertainment ? If
you need ideas, msg me.

On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
 And some of us who strive for quality work and animation are continuously
 locked out. Even now that we FINALLY (Months late) have a model source, we
 still can't do much with it. Neither  of us (Me and Mystfit who did this:
 http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly
 correcting this to make up for the lack of DMX for Max but... It kinda means
 throwing out all of our CAT motion rigs and such.

 It's kind of a bummer. We've been fighting against what we have since day
 one... no vtas for a while... finally got vta's working, massive amounts of
 work... Decided to put it off until we got model sources because they were
 Coming and now we still can't use them.

 Such is life.

 On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 This is exactly what I was worried about. There's several new flex
 animation features in those files, chiefly wrinklemaps and tongues, that
 (AFAIK) can't be achieved with SMD.

 Matt Hoffman wrote:
  Well... One specific difference that it has: Pop open the Heavy's DMX
 file
  for his Morphs. Instead of a quasi-binary file format, there's actual
  strings and words.
 
  With my (admittedly limited knowledge) leads me to believe that they set
 the
  Flex's up in Maya with some tool in Maya, and then exported it. There
 seems
  to be no flex- part in the qc anymore, and it all seems to be done via
 the
  DMX File.
 
  Very curious... But yes, I'd love updated tools for Max. Someone get Jed
  what he needs please. :)
 
  On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:
 
 
  Having looked at the DMX and the associated SMD files I can't
  immediately see what it offers apart from maybe a tighter file format
  (and all the lovely information about Burke at Valve and his Windows
  XP service packs and choice of nVidia graphic card circa 2007). At
  first glance I thought it was just binary XML (which the compiler also
  seems to support...)
 
  Looking at the QC/QCI combos it seems that as far as modelling is
  concerned SMD is still good for a while yet, DMX just seems like a
  more efficient way of storing mesh/bone/animation data. I suppose the
  only people who will care are those trying to decompile DMX files and
  cant. For new models SMD will do for a while yet.
 
  That said if Valve want to release the DMX file format (and I'll be
  happy to sign an NDA if they wish) I'll have a go at making a Max
  exporter/importer/transporter/howsyourdaughter.
 
  - Jed
 
  2009/9/21 Saul Rennison saul.renni...@gmail.com:
 
  Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
 
  like
 
  DMX :D
 
  Thanks,
  - Saul.
 
 
  2009/9/21 Nick xnicho...@gmail.com
 
 
  Good site. I liked the very quick tutorial on how to make prop using
  blender and smd exporter::
  http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
 
  On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards 
 t_edwa...@btinternet.com
  wrote:
 
  The release of the Heavy model sources (which is excellent BTW) has
  confirmed that Valve's modellers now use Maya, and revealed the
  quasi-binary DMX format as the successor to SMD.
 
  What does this mean for XSI support, particularly the Mod Tool?  Its
  exporter has needed updating for a long time, mainly in terms of UI
 
  but
 
  also core functionality. I'm sure the Maya plugin is an improvement
 on
  all fronts but it's no help to most modders, as Maya doesn't have a
 
  free
 
  Mod Tool equivalent.
 
  I'm also a little wary about DMX, since it can't be easily understood
 
  by
 
  someone wanting to write a new exporter. Can we (and by we I mostly
 
  mean
 
  Jed of course) see a spec for it? Does it support new features that
 
  SMD
 
  does not?
 
  The good news is that there's a new Blender exporter out
  http://dvondrake.com/scripts/blendersmd that does everything
 except
  VTA. Blender may have to become the new modder's choice for Source,
  which, as much as I like it, isn't ideal given the exotic UI.
 
 
  ___
  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,
 

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
Thanks. I already map, model, and animate. Source is my toolset.

I've debated another engine such as UT3 but there's just not the content for
it... Plus I don't like how little content is available.

And source on-the-hole is open, no? Unless you mean open as in another way?
And not only does Source provide entertainment, it also provides practice,
skill, and knowledge that would work in any engine.

On Mon, Sep 21, 2009 at 1:03 PM, Nick xnicho...@gmail.com wrote:

 Wouldn't your time and energy be better spent on an open game engine?
 or some program that provides actual value besides entertainment ? If
 you need ideas, msg me.

 On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman
 lord.matt.hoff...@gmail.com wrote:
  And some of us who strive for quality work and animation are continuously
  locked out. Even now that we FINALLY (Months late) have a model source,
 we
  still can't do much with it. Neither  of us (Me and Mystfit who did this:
  http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly
  correcting this to make up for the lack of DMX for Max but... It kinda
 means
  throwing out all of our CAT motion rigs and such.
 
  It's kind of a bummer. We've been fighting against what we have since day
  one... no vtas for a while... finally got vta's working, massive amounts
 of
  work... Decided to put it off until we got model sources because they
 were
  Coming and now we still can't use them.
 
  Such is life.
 
  On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
 
  This is exactly what I was worried about. There's several new flex
  animation features in those files, chiefly wrinklemaps and tongues, that
  (AFAIK) can't be achieved with SMD.
 
  Matt Hoffman wrote:
   Well... One specific difference that it has: Pop open the Heavy's DMX
  file
   for his Morphs. Instead of a quasi-binary file format, there's actual
   strings and words.
  
   With my (admittedly limited knowledge) leads me to believe that they
 set
  the
   Flex's up in Maya with some tool in Maya, and then exported it. There
  seems
   to be no flex- part in the qc anymore, and it all seems to be done via
  the
   DMX File.
  
   Very curious... But yes, I'd love updated tools for Max. Someone get
 Jed
   what he needs please. :)
  
   On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:
  
  
   Having looked at the DMX and the associated SMD files I can't
   immediately see what it offers apart from maybe a tighter file format
   (and all the lovely information about Burke at Valve and his
 Windows
   XP service packs and choice of nVidia graphic card circa 2007). At
   first glance I thought it was just binary XML (which the compiler
 also
   seems to support...)
  
   Looking at the QC/QCI combos it seems that as far as modelling is
   concerned SMD is still good for a while yet, DMX just seems like a
   more efficient way of storing mesh/bone/animation data. I suppose the
   only people who will care are those trying to decompile DMX files and
   cant. For new models SMD will do for a while yet.
  
   That said if Valve want to release the DMX file format (and I'll be
   happy to sign an NDA if they wish) I'll have a go at making a Max
   exporter/importer/transporter/howsyourdaughter.
  
   - Jed
  
   2009/9/21 Saul Rennison saul.renni...@gmail.com:
  
   Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think
 VALVe
  
   like
  
   DMX :D
  
   Thanks,
   - Saul.
  
  
   2009/9/21 Nick xnicho...@gmail.com
  
  
   Good site. I liked the very quick tutorial on how to make prop
 using
   blender and smd exporter::
   http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
  
   On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards 
  t_edwa...@btinternet.com
   wrote:
  
   The release of the Heavy model sources (which is excellent BTW)
 has
   confirmed that Valve's modellers now use Maya, and revealed the
   quasi-binary DMX format as the successor to SMD.
  
   What does this mean for XSI support, particularly the Mod Tool?
  Its
   exporter has needed updating for a long time, mainly in terms of
 UI
  
   but
  
   also core functionality. I'm sure the Maya plugin is an
 improvement
  on
   all fronts but it's no help to most modders, as Maya doesn't have
 a
  
   free
  
   Mod Tool equivalent.
  
   I'm also a little wary about DMX, since it can't be easily
 understood
  
   by
  
   someone wanting to write a new exporter. Can we (and by we I
 mostly
  
   mean
  
   Jed of course) see a spec for it? Does it support new features
 that
  
   SMD
  
   does not?
  
   The good news is that there's a new Blender exporter out
   http://dvondrake.com/scripts/blendersmd that does everything
  except
   VTA. Blender may have to become the new modder's choice for
 Source,
   which, as much as I like it, isn't ideal given the exotic UI.
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list