Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Minh
Lots of games still use view models. CoD4, Gears of War, Medal of Honour 
Airborne., Battlefield series, FarCry2, etc..
The only game that I recall that doesn't use view models is OP Flashpoint.
The huge advantage of using view models is that it allows the animator 
total freedom to use whatever bone setup he wants allowing him to do 
some funky things with the animation. Imagine trying to make an 
animation where the player switches the gun from one hand to another, or 
he holds the gun from a different part of the gun at different part of 
the animation. This sort of stuff is easy to do when the bones are all 
animated and exported in their own local space. It gets tricky to do 
this with third person anims cuz you have to work closely with the code 
to detach the model from the hand at various points in the animation.

getting back to the original question, it's MUCH easier to just use 
bodygroups. I actually have done this successfully with my guns and it 
looks really solid. Plus, it's more efficient cuz you don't have an 
extra entity for the game to worry about.

Ryan Sheffer wrote:
> It only looks bad if you stick with the Valve formula, make third person
> models look like crap. You would have to redo the third person anims but if
> you can pull it off, from the players view, things would look more fluid and
> realistic since the gun it moving like it should with the animation that is
> currently running. Not just some fake hacky movements put in place for every
> movement animation. You can use LODs to scale quality, have a first person
> LOD only the local player can see for themselves. You could even make
> players first person animations different to fix some of the issues that
> could arrise.
> Im pretty sure valve are one of the only companies still using v models.
> Might be wrong, but doom 3 even seemed to be using only world models.
>
> On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman 
> wrote:
>
>   
>> I'd imagine it looks bad, would be harder to rig/setup things, you'd have
>> to
>> re-do the third-person animations, etc.
>>
>> On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer  wrote:
>>
>> 
>>> Consider totally ridding the game of the view models and just positioning
>>> the camera where you can see the world model. Its 100% possible, but will
>>> take some time to pull off.
>>>
>>> On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires >>   
 wrote:
 
 Having them as seperate models makes it even more of a pain

 On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison <
 
>> saul.renni...@gmail.com
>> 
> wrote:
>   
> I want to save animating till later to be honest. And I'd prefer to
> have all the attachments as seperate models and attach them when need
> be. I don't want players to be removing / attaching on the fly; a bit
> like CoD4 attachments.
>
> All I want is code / concepts of how I would spawn this model and
> attach it to the local client's viewmodel (doing worldmodel later).
>
> FYI Viewmodels are bummers :(
>
> Thanks,
> - Saul.
>
> On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:
>
>   
>> Its best to just have the scope as a model group mentioned above.
>> 
>> If
>> 
>> you
>> want the players hand to put the scope on, making the scopes verts
>> part of
>> bone and parent that bone to the hand during the animation and once
>> attached
>> unparent in the animation. Then just have the scope model group
>> 
>> stay
>> 
>> on
>> until the player removed it again.
>>
>> If you dont want to do this, parenting new models to the player v
>> model is
>> going to be an annoying task, but its possible. Just need to keep
>> 
>> in
>> 
>> mind
>> that it is hidden to all players cept the local. Maybe having the
>> model
>> entirely client side would be wise? But maybe too much work to
>> 
>> setup.
>> 
>> On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
>> 
 stephen.swi...@gmail.com
 
>>> wrote:
>>>   
>>> You could try using bodygroups on the weapon and view model
>>>
>>> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
>>>   
 saul.renni...@gmail.com
 
 wrote:
 
 Hey hlcoders,

 I'm wondering how I'd go about adding normal static props (i.e. a
 small
 scope) to an existing weapon. I've tried bone merging the
 viewmodel to a
 static prop I created to no avail, albeit I'm not sure I'm doing
 
>> it
>> 
 correctly. I'm basically requesting:

  - How would I go about spawning a prop/another viewmodel, and
 where I
  should do this in the code;
  - How would I attach thi

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Yeah but the only thing we learned from Doom 3 was Doom 3
Syndrome.

On Mon, Oct 5, 2009 at 9:26 PM, Ryan Sheffer  wrote:

> It only looks bad if you stick with the Valve formula, make third person
> models look like crap. You would have to redo the third person anims but if
> you can pull it off, from the players view, things would look more fluid
> and
> realistic since the gun it moving like it should with the animation that is
> currently running. Not just some fake hacky movements put in place for
> every
> movement animation. You can use LODs to scale quality, have a first person
> LOD only the local player can see for themselves. You could even make
> players first person animations different to fix some of the issues that
> could arrise.
> Im pretty sure valve are one of the only companies still using v models.
> Might be wrong, but doom 3 even seemed to be using only world models.
>
> On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman  >wrote:
>
> > I'd imagine it looks bad, would be harder to rig/setup things, you'd have
> > to
> > re-do the third-person animations, etc.
> >
> > On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer 
> wrote:
> >
> > > Consider totally ridding the game of the view models and just
> positioning
> > > the camera where you can see the world model. Its 100% possible, but
> will
> > > take some time to pull off.
> > >
> > > On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires <
> stephen.swi...@gmail.com
> > > >wrote:
> > >
> > > > Having them as seperate models makes it even more of a pain
> > > >
> > > > On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison <
> > saul.renni...@gmail.com
> > > > >wrote:
> > > >
> > > > > I want to save animating till later to be honest. And I'd prefer to
> > > > > have all the attachments as seperate models and attach them when
> need
> > > > > be. I don't want players to be removing / attaching on the fly; a
> bit
> > > > > like CoD4 attachments.
> > > > >
> > > > > All I want is code / concepts of how I would spawn this model and
> > > > > attach it to the local client's viewmodel (doing worldmodel later).
> > > > >
> > > > > FYI Viewmodels are bummers :(
> > > > >
> > > > > Thanks,
> > > > > - Saul.
> > > > >
> > > > > On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:
> > > > >
> > > > > > Its best to just have the scope as a model group mentioned above.
> > If
> > > > > > you
> > > > > > want the players hand to put the scope on, making the scopes
> verts
> > > > > > part of
> > > > > > bone and parent that bone to the hand during the animation and
> once
> > > > > > attached
> > > > > > unparent in the animation. Then just have the scope model group
> > stay
> > > > > > on
> > > > > > until the player removed it again.
> > > > > >
> > > > > > If you dont want to do this, parenting new models to the player v
> > > > > > model is
> > > > > > going to be an annoying task, but its possible. Just need to keep
> > in
> > > > > > mind
> > > > > > that it is hidden to all players cept the local. Maybe having the
> > > > > > model
> > > > > > entirely client side would be wise? But maybe too much work to
> > setup.
> > > > > >
> > > > > > On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
> > > > stephen.swi...@gmail.com
> > > > > > >wrote:
> > > > > >
> > > > > >> You could try using bodygroups on the weapon and view model
> > > > > >>
> > > > > >> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
> > > > saul.renni...@gmail.com
> > > > > >>> wrote:
> > > > > >>
> > > > > >>> Hey hlcoders,
> > > > > >>>
> > > > > >>> I'm wondering how I'd go about adding normal static props (i.e.
> a
> > > > > >>> small
> > > > > >>> scope) to an existing weapon. I've tried bone merging the
> > > > > >>> viewmodel to a
> > > > > >>> static prop I created to no avail, albeit I'm not sure I'm
> doing
> > it
> > > > > >>> correctly. I'm basically requesting:
> > > > > >>>
> > > > > >>>  - How would I go about spawning a prop/another viewmodel, and
> > > > > >>> where I
> > > > > >>>  should do this in the code;
> > > > > >>>  - How would I attach this newly spawned prop to my viewmodel
> > (it's
> > > > > >>>  currently a bone, v_weapon.Scope.Attachment)
> > > > > >>>  - Has anyone tried this before and are they willing to release
> > > code
> > > > > >>>  [snippets].
> > > > > >>>
> > > > > >>>
> > > > > >>> Thanks so much in advance,
> > > > > >>> - Saul.
> > > > > >>> ___
> > > > > >>> To unsubscribe, edit your list preferences, or view the list
> > > > > >>> archives,
> > > > > >>> please visit:
> > > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >>>
> > > > > >>>
> > > > > >>
> > > > > >>
> > > > > >> --
> > > > > >> - Stephen Swires
> > > > > >> ___
> > > > > >> To unsubscribe, edit your list preferences, or view the list
> > > > > >> archives,
> > > > > >> please visit:
> > > > > >> http://list.valvesoftware.com/m

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
It only looks bad if you stick with the Valve formula, make third person
models look like crap. You would have to redo the third person anims but if
you can pull it off, from the players view, things would look more fluid and
realistic since the gun it moving like it should with the animation that is
currently running. Not just some fake hacky movements put in place for every
movement animation. You can use LODs to scale quality, have a first person
LOD only the local player can see for themselves. You could even make
players first person animations different to fix some of the issues that
could arrise.
Im pretty sure valve are one of the only companies still using v models.
Might be wrong, but doom 3 even seemed to be using only world models.

On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman wrote:

> I'd imagine it looks bad, would be harder to rig/setup things, you'd have
> to
> re-do the third-person animations, etc.
>
> On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer  wrote:
>
> > Consider totally ridding the game of the view models and just positioning
> > the camera where you can see the world model. Its 100% possible, but will
> > take some time to pull off.
> >
> > On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires  > >wrote:
> >
> > > Having them as seperate models makes it even more of a pain
> > >
> > > On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison <
> saul.renni...@gmail.com
> > > >wrote:
> > >
> > > > I want to save animating till later to be honest. And I'd prefer to
> > > > have all the attachments as seperate models and attach them when need
> > > > be. I don't want players to be removing / attaching on the fly; a bit
> > > > like CoD4 attachments.
> > > >
> > > > All I want is code / concepts of how I would spawn this model and
> > > > attach it to the local client's viewmodel (doing worldmodel later).
> > > >
> > > > FYI Viewmodels are bummers :(
> > > >
> > > > Thanks,
> > > > - Saul.
> > > >
> > > > On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:
> > > >
> > > > > Its best to just have the scope as a model group mentioned above.
> If
> > > > > you
> > > > > want the players hand to put the scope on, making the scopes verts
> > > > > part of
> > > > > bone and parent that bone to the hand during the animation and once
> > > > > attached
> > > > > unparent in the animation. Then just have the scope model group
> stay
> > > > > on
> > > > > until the player removed it again.
> > > > >
> > > > > If you dont want to do this, parenting new models to the player v
> > > > > model is
> > > > > going to be an annoying task, but its possible. Just need to keep
> in
> > > > > mind
> > > > > that it is hidden to all players cept the local. Maybe having the
> > > > > model
> > > > > entirely client side would be wise? But maybe too much work to
> setup.
> > > > >
> > > > > On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
> > > stephen.swi...@gmail.com
> > > > > >wrote:
> > > > >
> > > > >> You could try using bodygroups on the weapon and view model
> > > > >>
> > > > >> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
> > > saul.renni...@gmail.com
> > > > >>> wrote:
> > > > >>
> > > > >>> Hey hlcoders,
> > > > >>>
> > > > >>> I'm wondering how I'd go about adding normal static props (i.e. a
> > > > >>> small
> > > > >>> scope) to an existing weapon. I've tried bone merging the
> > > > >>> viewmodel to a
> > > > >>> static prop I created to no avail, albeit I'm not sure I'm doing
> it
> > > > >>> correctly. I'm basically requesting:
> > > > >>>
> > > > >>>  - How would I go about spawning a prop/another viewmodel, and
> > > > >>> where I
> > > > >>>  should do this in the code;
> > > > >>>  - How would I attach this newly spawned prop to my viewmodel
> (it's
> > > > >>>  currently a bone, v_weapon.Scope.Attachment)
> > > > >>>  - Has anyone tried this before and are they willing to release
> > code
> > > > >>>  [snippets].
> > > > >>>
> > > > >>>
> > > > >>> Thanks so much in advance,
> > > > >>> - Saul.
> > > > >>> ___
> > > > >>> To unsubscribe, edit your list preferences, or view the list
> > > > >>> archives,
> > > > >>> please visit:
> > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >>>
> > > > >>>
> > > > >>
> > > > >>
> > > > >> --
> > > > >> - Stephen Swires
> > > > >> ___
> > > > >> To unsubscribe, edit your list preferences, or view the list
> > > > >> archives,
> > > > >> please visit:
> > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >>
> > > > >>
> > > > >
> > > > >
> > > > > --
> > > > > ~Ryan ( skidz )
> > > > > ___
> > > > > 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 th

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
I'd imagine it looks bad, would be harder to rig/setup things, you'd have to
re-do the third-person animations, etc.

On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer  wrote:

> Consider totally ridding the game of the view models and just positioning
> the camera where you can see the world model. Its 100% possible, but will
> take some time to pull off.
>
> On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires  >wrote:
>
> > Having them as seperate models makes it even more of a pain
> >
> > On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison  > >wrote:
> >
> > > I want to save animating till later to be honest. And I'd prefer to
> > > have all the attachments as seperate models and attach them when need
> > > be. I don't want players to be removing / attaching on the fly; a bit
> > > like CoD4 attachments.
> > >
> > > All I want is code / concepts of how I would spawn this model and
> > > attach it to the local client's viewmodel (doing worldmodel later).
> > >
> > > FYI Viewmodels are bummers :(
> > >
> > > Thanks,
> > > - Saul.
> > >
> > > On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:
> > >
> > > > Its best to just have the scope as a model group mentioned above. If
> > > > you
> > > > want the players hand to put the scope on, making the scopes verts
> > > > part of
> > > > bone and parent that bone to the hand during the animation and once
> > > > attached
> > > > unparent in the animation. Then just have the scope model group stay
> > > > on
> > > > until the player removed it again.
> > > >
> > > > If you dont want to do this, parenting new models to the player v
> > > > model is
> > > > going to be an annoying task, but its possible. Just need to keep in
> > > > mind
> > > > that it is hidden to all players cept the local. Maybe having the
> > > > model
> > > > entirely client side would be wise? But maybe too much work to setup.
> > > >
> > > > On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
> > stephen.swi...@gmail.com
> > > > >wrote:
> > > >
> > > >> You could try using bodygroups on the weapon and view model
> > > >>
> > > >> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
> > saul.renni...@gmail.com
> > > >>> wrote:
> > > >>
> > > >>> Hey hlcoders,
> > > >>>
> > > >>> I'm wondering how I'd go about adding normal static props (i.e. a
> > > >>> small
> > > >>> scope) to an existing weapon. I've tried bone merging the
> > > >>> viewmodel to a
> > > >>> static prop I created to no avail, albeit I'm not sure I'm doing it
> > > >>> correctly. I'm basically requesting:
> > > >>>
> > > >>>  - How would I go about spawning a prop/another viewmodel, and
> > > >>> where I
> > > >>>  should do this in the code;
> > > >>>  - How would I attach this newly spawned prop to my viewmodel (it's
> > > >>>  currently a bone, v_weapon.Scope.Attachment)
> > > >>>  - Has anyone tried this before and are they willing to release
> code
> > > >>>  [snippets].
> > > >>>
> > > >>>
> > > >>> Thanks so much in advance,
> > > >>> - Saul.
> > > >>> ___
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > > >>> archives,
> > > >>> please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>
> > > >>>
> > > >>
> > > >>
> > > >> --
> > > >> - Stephen Swires
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> > > >> archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >>
> > > >
> > > >
> > > > --
> > > > ~Ryan ( skidz )
> > > > ___
> > > > 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
> > >
> > >
> >
> >
> > --
> > - Stephen Swires
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~Ryan ( skidz )
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
___
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
Consider totally ridding the game of the view models and just positioning
the camera where you can see the world model. Its 100% possible, but will
take some time to pull off.

On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires wrote:

> Having them as seperate models makes it even more of a pain
>
> On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison  >wrote:
>
> > I want to save animating till later to be honest. And I'd prefer to
> > have all the attachments as seperate models and attach them when need
> > be. I don't want players to be removing / attaching on the fly; a bit
> > like CoD4 attachments.
> >
> > All I want is code / concepts of how I would spawn this model and
> > attach it to the local client's viewmodel (doing worldmodel later).
> >
> > FYI Viewmodels are bummers :(
> >
> > Thanks,
> > - Saul.
> >
> > On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:
> >
> > > Its best to just have the scope as a model group mentioned above. If
> > > you
> > > want the players hand to put the scope on, making the scopes verts
> > > part of
> > > bone and parent that bone to the hand during the animation and once
> > > attached
> > > unparent in the animation. Then just have the scope model group stay
> > > on
> > > until the player removed it again.
> > >
> > > If you dont want to do this, parenting new models to the player v
> > > model is
> > > going to be an annoying task, but its possible. Just need to keep in
> > > mind
> > > that it is hidden to all players cept the local. Maybe having the
> > > model
> > > entirely client side would be wise? But maybe too much work to setup.
> > >
> > > On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
> stephen.swi...@gmail.com
> > > >wrote:
> > >
> > >> You could try using bodygroups on the weapon and view model
> > >>
> > >> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
> saul.renni...@gmail.com
> > >>> wrote:
> > >>
> > >>> Hey hlcoders,
> > >>>
> > >>> I'm wondering how I'd go about adding normal static props (i.e. a
> > >>> small
> > >>> scope) to an existing weapon. I've tried bone merging the
> > >>> viewmodel to a
> > >>> static prop I created to no avail, albeit I'm not sure I'm doing it
> > >>> correctly. I'm basically requesting:
> > >>>
> > >>>  - How would I go about spawning a prop/another viewmodel, and
> > >>> where I
> > >>>  should do this in the code;
> > >>>  - How would I attach this newly spawned prop to my viewmodel (it's
> > >>>  currently a bone, v_weapon.Scope.Attachment)
> > >>>  - Has anyone tried this before and are they willing to release code
> > >>>  [snippets].
> > >>>
> > >>>
> > >>> Thanks so much in advance,
> > >>> - Saul.
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > >>> archives,
> > >>> please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>
> > >>
> > >> --
> > >> - Stephen Swires
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > > --
> > > ~Ryan ( skidz )
> > > ___
> > > 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
> >
> >
>
>
> --
> - Stephen Swires
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
~Ryan ( skidz )
___
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Rodrigo 'r2d2rigo' Diaz
CG toolkit won't get you account banned. Spirit of Half-Life used them
extensively.

It's like SvenCoop using FMOD. A dependant DLL, not a replacement for one of
the engine's.


2009/10/6 Trevor 'Drak' 

> The way he/she is accomplishing that is exactly how I am. They use the CG
> toolkit - but because of the date of the article it may have been for WON
> HL. So I'm not sure if VAC was taken into account. (The OpenGL libraries
> are
> not being edited - just included from the CG toolkit.)
> --
> From: "Clayton Barton" 
> Sent: Monday, October 05, 2009 7:56 PM
> To: 
> Subject: Re: [hlcoders] Bump mapping in HL1
>
> >
> > Here is that old VERC article which goes through getting bump maps into
> > Half-Life.
> >
> > http://www.twhl.co.za/articulator.php?art=174
> > _
> > Need a place to rent, buy or share? Let us find your next place for you!
> > http://clk.atdmt.com/NMN/go/157631292/direct/01/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Trevor 'Drak'
The way he/she is accomplishing that is exactly how I am. They use the CG 
toolkit - but because of the date of the article it may have been for WON 
HL. So I'm not sure if VAC was taken into account. (The OpenGL libraries are 
not being edited - just included from the CG toolkit.)
--
From: "Clayton Barton" 
Sent: Monday, October 05, 2009 7:56 PM
To: 
Subject: Re: [hlcoders] Bump mapping in HL1

>
> Here is that old VERC article which goes through getting bump maps into 
> Half-Life.
>
> http://www.twhl.co.za/articulator.php?art=174
> _
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Clayton Barton

Here is that old VERC article which goes through getting bump maps into 
Half-Life.

http://www.twhl.co.za/articulator.php?art=174   
  
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
Having them as seperate models makes it even more of a pain

On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison wrote:

> I want to save animating till later to be honest. And I'd prefer to
> have all the attachments as seperate models and attach them when need
> be. I don't want players to be removing / attaching on the fly; a bit
> like CoD4 attachments.
>
> All I want is code / concepts of how I would spawn this model and
> attach it to the local client's viewmodel (doing worldmodel later).
>
> FYI Viewmodels are bummers :(
>
> Thanks,
> - Saul.
>
> On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:
>
> > Its best to just have the scope as a model group mentioned above. If
> > you
> > want the players hand to put the scope on, making the scopes verts
> > part of
> > bone and parent that bone to the hand during the animation and once
> > attached
> > unparent in the animation. Then just have the scope model group stay
> > on
> > until the player removed it again.
> >
> > If you dont want to do this, parenting new models to the player v
> > model is
> > going to be an annoying task, but its possible. Just need to keep in
> > mind
> > that it is hidden to all players cept the local. Maybe having the
> > model
> > entirely client side would be wise? But maybe too much work to setup.
> >
> > On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires  > >wrote:
> >
> >> You could try using bodygroups on the weapon and view model
> >>
> >> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison  >>> wrote:
> >>
> >>> Hey hlcoders,
> >>>
> >>> I'm wondering how I'd go about adding normal static props (i.e. a
> >>> small
> >>> scope) to an existing weapon. I've tried bone merging the
> >>> viewmodel to a
> >>> static prop I created to no avail, albeit I'm not sure I'm doing it
> >>> correctly. I'm basically requesting:
> >>>
> >>>  - How would I go about spawning a prop/another viewmodel, and
> >>> where I
> >>>  should do this in the code;
> >>>  - How would I attach this newly spawned prop to my viewmodel (it's
> >>>  currently a bone, v_weapon.Scope.Attachment)
> >>>  - Has anyone tried this before and are they willing to release code
> >>>  [snippets].
> >>>
> >>>
> >>> Thanks so much in advance,
> >>> - Saul.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>
> >>
> >> --
> >> - Stephen Swires
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > ~Ryan ( skidz )
> > ___
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> > archives, please visit:
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> >
>
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Saul Rennison
I want to save animating till later to be honest. And I'd prefer to  
have all the attachments as seperate models and attach them when need  
be. I don't want players to be removing / attaching on the fly; a bit  
like CoD4 attachments.

All I want is code / concepts of how I would spawn this model and  
attach it to the local client's viewmodel (doing worldmodel later).

FYI Viewmodels are bummers :(

Thanks,
- Saul.

On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:

> Its best to just have the scope as a model group mentioned above. If  
> you
> want the players hand to put the scope on, making the scopes verts  
> part of
> bone and parent that bone to the hand during the animation and once  
> attached
> unparent in the animation. Then just have the scope model group stay  
> on
> until the player removed it again.
>
> If you dont want to do this, parenting new models to the player v  
> model is
> going to be an annoying task, but its possible. Just need to keep in  
> mind
> that it is hidden to all players cept the local. Maybe having the  
> model
> entirely client side would be wise? But maybe too much work to setup.
>
> On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires  >wrote:
>
>> You could try using bodygroups on the weapon and view model
>>
>> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison >> wrote:
>>
>>> Hey hlcoders,
>>>
>>> I'm wondering how I'd go about adding normal static props (i.e. a  
>>> small
>>> scope) to an existing weapon. I've tried bone merging the  
>>> viewmodel to a
>>> static prop I created to no avail, albeit I'm not sure I'm doing it
>>> correctly. I'm basically requesting:
>>>
>>>  - How would I go about spawning a prop/another viewmodel, and  
>>> where I
>>>  should do this in the code;
>>>  - How would I attach this newly spawned prop to my viewmodel (it's
>>>  currently a bone, v_weapon.Scope.Attachment)
>>>  - Has anyone tried this before and are they willing to release code
>>>  [snippets].
>>>
>>>
>>> Thanks so much in advance,
>>> - Saul.
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>
>>
>> --
>> - Stephen Swires
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> -- 
> ~Ryan ( skidz )
> ___
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
Its best to just have the scope as a model group mentioned above. If you
want the players hand to put the scope on, making the scopes verts part of
bone and parent that bone to the hand during the animation and once attached
unparent in the animation. Then just have the scope model group stay on
until the player removed it again.

If you dont want to do this, parenting new models to the player v model is
going to be an annoying task, but its possible. Just need to keep in mind
that it is hidden to all players cept the local. Maybe having the model
entirely client side would be wise? But maybe too much work to setup.

On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires wrote:

> You could try using bodygroups on the weapon and view model
>
> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison  >wrote:
>
> > Hey hlcoders,
> >
> > I'm wondering how I'd go about adding normal static props (i.e. a small
> > scope) to an existing weapon. I've tried bone merging the viewmodel to a
> > static prop I created to no avail, albeit I'm not sure I'm doing it
> > correctly. I'm basically requesting:
> >
> >   - How would I go about spawning a prop/another viewmodel, and where I
> >   should do this in the code;
> >   - How would I attach this newly spawned prop to my viewmodel (it's
> >   currently a bone, v_weapon.Scope.Attachment)
> >   - Has anyone tried this before and are they willing to release code
> >   [snippets].
> >
> >
> > Thanks so much in advance,
> > - Saul.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Stephen Swires
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


-- 
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Can you modify the weapons? Why not add a bodygroup for the scope?

On Mon, Oct 5, 2009 at 2:11 PM, Saul Rennison wrote:

> Hey hlcoders,
>
> I'm wondering how I'd go about adding normal static props (i.e. a small
> scope) to an existing weapon. I've tried bone merging the viewmodel to a
> static prop I created to no avail, albeit I'm not sure I'm doing it
> correctly. I'm basically requesting:
>
>   - How would I go about spawning a prop/another viewmodel, and where I
>   should do this in the code;
>   - How would I attach this newly spawned prop to my viewmodel (it's
>   currently a bone, v_weapon.Scope.Attachment)
>   - Has anyone tried this before and are they willing to release code
>   [snippets].
>
>
> Thanks so much in advance,
> - Saul.
> ___
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
You could try using bodygroups on the weapon and view model

On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison wrote:

> Hey hlcoders,
>
> I'm wondering how I'd go about adding normal static props (i.e. a small
> scope) to an existing weapon. I've tried bone merging the viewmodel to a
> static prop I created to no avail, albeit I'm not sure I'm doing it
> correctly. I'm basically requesting:
>
>   - How would I go about spawning a prop/another viewmodel, and where I
>   should do this in the code;
>   - How would I attach this newly spawned prop to my viewmodel (it's
>   currently a bone, v_weapon.Scope.Attachment)
>   - Has anyone tried this before and are they willing to release code
>   [snippets].
>
>
> Thanks so much in advance,
> - Saul.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
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[hlcoders] Dynamic weapon attachments

2009-10-05 Thread Saul Rennison
Hey hlcoders,

I'm wondering how I'd go about adding normal static props (i.e. a small
scope) to an existing weapon. I've tried bone merging the viewmodel to a
static prop I created to no avail, albeit I'm not sure I'm doing it
correctly. I'm basically requesting:

   - How would I go about spawning a prop/another viewmodel, and where I
   should do this in the code;
   - How would I attach this newly spawned prop to my viewmodel (it's
   currently a bone, v_weapon.Scope.Attachment)
   - Has anyone tried this before and are they willing to release code
   [snippets].


Thanks so much in advance,
- Saul.
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Tobias Kammersgaard
http://web.archive.org/web/20070204162935/http://collective.valve-erc.com/index.php?doc=1091469531-97736200

;-)

/ScarT


2009/10/5 Doeke Wartena 

> there was also a way of getting bump maps in hl1,
> i tried to find it back but i wasn't able to find it anymore.
>
> this was the link but verc is dead :(
> http://collective.valve-erc.com/index.php?doc=1091469531-97736200
>
> here is a screen, dunno if it was the final result:
>
> http://farm3.static.flickr.com/2061/2217645224_25143d73c8.jpg
>
> sorry for not being helpfull..
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Doeke Wartena
there was also a way of getting bump maps in hl1,
i tried to find it back but i wasn't able to find it anymore.

this was the link but verc is dead :(
http://collective.valve-erc.com/index.php?doc=1091469531-97736200

here is a screen, dunno if it was the final result:

http://farm3.static.flickr.com/2061/2217645224_25143d73c8.jpg

sorry for not being helpfull..
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Tom Edwards
Paranoia did something along those lines.

GoldSrc has detail textures, which are kind of like bump mapping. I'd 
either stick to those or switch to Source.

Spencer 'voogru' MacDonald wrote:
> Isn't there some other mod that changed out the OpenGL binary triggering VAC
> bans?
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor 'Drak'
> Sent: Monday, October 05, 2009 4:07 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Bump mapping in HL1
>
> I'm trying to add bump mapping in the goldsrc engine. And I just about got 
> it.
> I use the CG toolkit and standard OpenGL libraries and place them in the 
> root of the half-life folder. Will this piss off VAC? What exactly do I have
>
> todo to trigger VAC - I'm doing a lot with the renderer. 
>
>
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Spencer 'voogru' MacDonald
Isn't there some other mod that changed out the OpenGL binary triggering VAC
bans?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor 'Drak'
Sent: Monday, October 05, 2009 4:07 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Bump mapping in HL1

I'm trying to add bump mapping in the goldsrc engine. And I just about got 
it.
I use the CG toolkit and standard OpenGL libraries and place them in the 
root of the half-life folder. Will this piss off VAC? What exactly do I have

todo to trigger VAC - I'm doing a lot with the renderer. 


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[hlcoders] Bump mapping in HL1

2009-10-05 Thread Trevor 'Drak'
I'm trying to add bump mapping in the goldsrc engine. And I just about got 
it.
I use the CG toolkit and standard OpenGL libraries and place them in the 
root of the half-life folder. Will this piss off VAC? What exactly do I have 
todo to trigger VAC - I'm doing a lot with the renderer. 


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