[hlcoders] Alpha-blended UnlitTwoTexture with overlays broken in Episode 2?
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 } } } -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
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 -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My mod disapeared.
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 -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New SDK Update is Out As Beta
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 -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK tools, and offline mode
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 -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Portal
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 -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders