[hlcoders] Alpha-blended UnlitTwoTexture with overlays broken in Episode 2?

2008-01-11 Thread Adam Foster

Evening...

Been following up on something posted on the MINERVA forums - getting
MINERVA to work as a mod of Episode Two rather than Episode One:

http://www.hylobatidae.org/minerva/forum/viewtopic.php?t=172

It all works remarkably well, except that the scrolling wave overlays
on the water are horribly broken. There just doesn't seem to be any
proper alpha-blending at all, and fiddling with the material file
hasn't fixed anything. Rampant Googling has just revealed someone on a
forum talking about fixing Issues with the new source engine 2007
concerning alpha-blending on UnlitTwoTexture shaders in their own mod
- but not how.

Any ideas? Is it an Ep2 bug, or do I need some other magical keywords
in the material? Or should I start work on some new, conventionally
animated wave textures? The generic unlit texture seems okay when used
on water, so such waves should work...


Adam

Here's my test/shorewave003a.vmt:


UnlitTwoTexture
{
$basetexture overlays/shorewave001a
$texture2test/wave3
$translucent 1

$alpha 0.6

//  $additive 1
$decal 1
//  $ignorez 1

Proxies
{
TextureScroll
{
texturescrollvar $texture2transform
texturescrollrate 0.1
texturescrollangle 80
}
}

}




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Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/


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Re: [hlcoders] SDK Update heads up?

2007-10-15 Thread Adam Foster


On 15 Oct 2007, at 17:41, Mike Durand wrote:


I'm shooting for an update that includes the updated tools this
week or early next. After that I will work on an update that
includes the new game DLL code and I am hoping that it will be
available in beta by the end of the month.

I'll let you guys know if I run into any problems that invalidate
these timeframes.


Fantastic - I've been looking forwards to playing round with the new
Episode Two stuff, but didn't want to annoy anyone by asking exactly
when the updated SDK tools would be available.

It's my birthday on the 25th, just so you know. Potential tools
deadline to aim for? ;-)


Adam

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Re: [hlcoders] My mod disapeared.

2006-12-08 Thread Adam Foster


On 6 Dec 2006, at 18:35, Chris Janes wrote:


You could just hand craft the entry in the GameConfig.txt - found in
\Steam\SteamApps\Username\sourcesdk\bin - copy an existing entry
(for say,
HL2) and enter the information for your mod (the majority is either
the same
or really easy to figure out).


MINERVA manages to disappear every other week - and likewise, I've
always fixed it with a quick edit of that GameConfig.txt...


Adam

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Re: [hlcoders] New SDK Update is Out As Beta

2006-11-02 Thread Adam Foster


On 2 Nov 2006, at 02:05, Eric Van Huss wrote:


Using C++ 2005 Express it wouldn't compile. It's a simple fix though!


Visual C++ 2005 Express is the free-download one, isn't it?


Adam

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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Adam Foster


On 1 Aug 2006, at 15:33, Drew Kirkpatrick wrote:


Anyway around this? Is this a feature? This is no good for
developers on the move...


I've not had any problems with the Source SDK in offline mode on my
MacBook Pro - I think with Steam, you have to make it very, very
obvious that you don't have a network connection. If it even thinks
there's one (e.g. a slow mobile thingy), it'll get confused,
invalidate its current session thing and then fail to login. Or
something.

Make sure Steam's been properly updated when last logged in, and has
got the red-white-and-black system tray icon to show it's definitely
in offline mode. Or something.

Waving some animal entrails around while making the appropriate
satanic incantations might help too...


Adam

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Re: [hlcoders] Portal

2006-07-31 Thread Adam Foster


On 31 Jul 2006, at 04:12, John Sheu wrote:


What I'm *really* interested in is how it handles recursive
rendering.  I
suspect that's why, on the last scene in the video where the player
falls
through a never-ending chain, they have a test subject go through
the
portals below the player; to hide any artifacts that might show up
when they
hit the recursive-rendering limit ;-)


The 'test subject' you see is the player!

Still, things could be worse:

http://70.86.201.113/imageserv2/stilltemporary/
PBF015ADFreakingVortex.html

Adam

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