Re: [hlcoders] Where to find update news?

2011-10-18 Thread Ben Mears
When Valve time equals real time...

On Tue, Oct 18, 2011 at 4:32 PM, James Pizzurro <
ja...@agentredproductions.com> wrote:

> When pigs fly.
>
>
> On Tue, Oct 18, 2011 at 7:31 PM, Stephen Swires 
> wrote:
>
>> Though I wonder if Valve are ever going to release a proper update for the
>> SDK like Gabe promised. Expecting too much?
>>
>>
>> On Wed, Oct 19, 2011 at 12:28 AM, Tobias Kammersgaard <
>> tobias.kammersga...@gmail.com> wrote:
>>
>>> That's the only change. Oh, and they broke the tools, but that's not
>>> really new.
>>>
>>> - ScarT
>>>
>>>
>>> On 19 October 2011 01:11, Nathan Voge  wrote:
>>>
  Hey all, I keep seeing the Source SDK is updating. Great! but what? I
 know they did some stuff with TF2 but other than that I can't find what has
 changed. The "product update" 
 newson 
 Steam is very out of date. The last update on there is from Sep 14, 2006!
 And the Dev Wiki page for Source SDK Release 
 Noteswas 
 last updated 6/23/2010. Is there somewhere else I should be checking?

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>>>
>>>
>>
>>
>> --
>> - Stephen Swires
>>
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Re: [hlcoders] Invitation to connect on LinkedIn

2011-10-18 Thread Ben Mears
Hmm interesting, first time I've gotten a LinkedIn invitation through the
hlcoders mailing list. Sorry, but I'm pretty sure I don't know you, ha ha...

On Tue, Oct 18, 2011 at 8:22 AM, Cathal McNally wrote:

>
>  [image: LinkedIn]
>
>
>
>
>  *From Cathal McNally*
>
> Student at Letterkenny Institute of Technology
> Ireland
>
>
>
>
> I'd like to add you to my professional network on LinkedIn.
>
> - Cathal
>
>
>
> Confirm that you know 
> Cathal
>
>
>
>   You are receiving Invitation to Connect emails. 
> Unsubscribe
> © 2011, LinkedIn Corporation. 2029 Stierlin Ct. Mountain View, CA 94043,
> USA
>
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Re: [hlcoders] What the hell is going on here...?

2011-04-14 Thread Ben Mears

the un-subscribe is a lie...

On 4/14/2011 4:23 PM, Anthony Mann wrote:

Me too, second time I have been magically re-subscribed...

Sent from my iPhone

On 15 Apr 2011, at 12:17 AM, Ryan Lange > wrote:


I mean with this list. Early last year I had set it to stop sending 
me emails, but I didn't unsubscribe. Then, some time in the middle of 
December, I start receiving emails again and a friend of mine *stops* 
receiving them. I completely unsubscribe and he has to resubscribe.


Then, two days ago I *again* start receiving emails.

What gives? Does someone keep restoring old backups of the list?

--
Ryan Lange
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[hlcoders] L4D1 Authoring Tools not working

2010-10-06 Thread Ben Mears
Anyone else noticing that The Sacrifice update broke the Left 4 Dead 1
Authoring Tools? (L4D2 seems to still work fine though). I launch the
Authoring Tools, get a quick flash of the "Preparing to Launch..." window,
and then nothing happens. Any word on this issue?
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Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Ben Mears
This is easily the most entertaining hlcoders thread I've read yet (wait,
hlcoders threads are not supposed to be entertaining, hmmm..). Let me write
12 paragraphs about why it is the most entertaining yet...

[insert skyscraper of text here]

In conclusion, this thread has degenerated into a stream of
nonsense-consciousness (nonsensciousness) as exemplified by the text above.
Some people are arguing with some other people, but why can't we all just
move along little doggies?

Finalmente, I'll leave you with an inspirational poem:

http://i64.photobucket.com/albums/h165/benjiwaa/thread_defused.jpg






On Mon, Jul 26, 2010 at 6:26 PM, Bob Somers  wrote:

> Geez people, this thread has run its course. Let it end.
>
> --Bob
>
>
>
>
>
> On Mon, Jul 26, 2010 at 6:04 PM, Katrina Payne <
> fullmetalhar...@nimhlabs.com
> > wrote:
>
> > I came to the conclusion long ago that the OP is long gone.
> >
> > I mostly am just posting responses to stuff directed at things I have
> said,
> > or
> > complaints made in my direction.
> >
> > To which I just get more complaints.
> >
> > That I tend try to address--but typically they are not qualified.
> >
> > Then I get more unqualified and unproven claims.
> >
> > I mean, yes, I may be a troll here... but equally so, this has kind of
> > became
> > Trolls Trolling Trolls.
> >
> > Which is why I made the irreverent joke of just collecting these dolls to
> > try
> > to lighten the mood, and defuse the situation.
> >
> > Though, looking at my response to this picture, and the response to my
> > attempt
> > to defuse this...
> >
> > I am starting to wonder if trying to defuse a thread is ever a good idea?
> > It
> > only seems to cause explosions.
> >
> > ~Katrina
> >
> > On Monday, July 26, 2010 06:53:38 pm Lech wrote:
> > > http://i671.photobucket.com/albums/vv77/Cisdaman/Stop_posting.jpg
> > >
> > > This is probably a wise thing to do until the original poster actually
> > > has a time to digest everything, laugh and respond...
> > >
> > > -L
> > >
> > > On Mon, Jul 26, 2010 at 7:48 PM, Jonathan Murphy
> > >  wrote:
> > > > I already took the time out to show you an example of your
> superfluous
> > > > typing, please don't try to take this in circles and make our point
> > even
> > > > more valid than it already is.
> > > >
> > > > We shouldn't have to prove anything anyway, we have much better
> things
> > to
> > do
> > > > with our time. Just know that it is true because it seems to be a
> > general
> > > > concensus (at least four or five people on this thread alone have
> > complained
> > > > about it). If you can find anyone defending your view point please
> > point
> > > > them out to us? Otherwise, take the comments on board and adjust
> > > > accordingly.
> > > >
> > > > These are my final pieces of advise to you as a long time member of
> > this
> > > > list, please remember we are trying to help you.
> > > >
> > > > On Tue, Jul 27, 2010 at 10:36 AM, Katrina Payne <
> > > > fullmetalhar...@nimhlabs.com> wrote:
> > > >
> > > >> I am going to assume that most of your post is surplufious hypeboles
> > of
> > > >> inqualifiable and unverifiable claims, and you assume anybody else
> > does the
> > > >> same
> > > >> as yours.
> > > >>
> > > >> Since mine are five as you say, you appear to assume that I do five
> of
> > what
> > > >> you
> > > >> do.
> > > >>
> > > >> As that is all I can figure out from this post--without you citing
> > > >> examples.
> > > >>
> > > >> I know you will not however.
> > > >> ~Katrina
> > > >>
> > > >> On Monday, July 26, 2010 06:28:16 pm Tony "omega" Sergi wrote:
> > > >> > I try to avoid these types of things but- I just can't at the
> > moment.
> > > >> >
> > > >> > The whole thing can be summed up in three sentences:
> > > >> > It takes you 5 paragraphs to get your points across.
> > > >> > You go off-topic about a million different things while trying to
> > make
> > > >> one
> > > >> > point, and most of the time is irrelevant.
> > > >> > This is the reason that those who have spoken are complaining,
> > nothing
> > > >> more.
> > > >> >
> > > >> > -Tony
> > > >> >
> > > >> >
> > > >> > On Tue, Jul 27, 2010 at 8:53 AM, Katrina Payne <
> > > >> fullmetalhar...@nimhlabs.com
> > > >> > > wrote:
> > > >> >
> > > >> > > Well, this style that you do see, that I am working to adjust
> out
> > of,
> > > >> was
> > > >> > > mostly only created by these accusations of wall of text.
> > > >> > >
> > > >> > > I am now at the point that I do not even really type:
> > > >> > > * Redundant remarks
> > > >> > > * Irrelevant statements (in my mind at least)
> > > >> > > * Keeping each "paragraph" along a single logical step in
> thought
> > (if
> > > >> at
> > > >> > > all
> > > >> > > possible)
> > > >> > >
> > > >> > > The thing is, I have included a few other elements that cause
> > issues.
> > > >> > >
> > > >> > > As I have found some people complaining about wall-of-texting
> tend
> > to
> > > >> miss
> > > >> > > sentences if they are not at 

Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Ben Mears
haha, im hoping this was an accident?

On Wed, Jul 21, 2010 at 10:46 AM, edman747  wrote:

> I've been using Gmail and thought you might like to try it out. Here's an
> invitation to create an account.
>
>
>  You're Invited to Gmail!
>
> edman747 has invited you to open a Gmail account.
>
> Gmail is Google's free email service, built on the idea that email can be
> intuitive, efficient, and fun. Gmail has:
>
>  *Less spam*
> Keep unwanted messages out of your inbox with Google's innovative
> technology.
>
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>
> *Built-in chat*
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>
> *Mobile access*
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>
> You can even import your contacts and email from Yahoo!, Hotmail, AOL, or
> any other web mail or POP accounts. Learn
> more
> .
>
> Once you create your account, edman747 will be notified of your new Gmail
> address so you can stay in touch. Learn
> moreor get
> started<
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >
> !
>Sign up<
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >
>Learn
> more 
>
> Google Inc. | 1600 Ampitheatre Parkway | Mountain View, California 94043
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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Ben Mears
"the team has spent a lot of time bringing the game to Source in between 
their contributions to the other Valve projects."


I wonder if the devs got paid by Valve to finish Alien Swarm or if it 
continued to be a mod-in-your-free-time type project? What do you guys 
think?







Tobias Kammersgaard wrote:

That's actually a better guess.

Two years ago, Valve hired the talented team behind the popular top down
co-op mod Alien Swarm. Since then, they have been busy working on the Left 4
Dead Series, and now Portal 2. However, we never forgot about Alien Swarm
and the team has spent a lot of time bringing the game to Source in between
their contributions to the other Valve projects.



- ScarT


On 17 July 2010 01:24, AJ Collins  wrote:

  

I'm guessing it's Valve's answer to Epic's UDK.

On Fri, Jul 16, 2010 at 7:08 PM, Matt Hoffman
wrote:



Excited to see Alien Swarm. Not only does it not look like source (And
  

yet


still be source), it looks like good fun. And it's free.

Is there reasoning behind it being free? (Other than allowing anyone to
become a Source developer for free)

On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
wrote:

  

Right, no Mac support yet, they got ahead of us :)



-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Friday, July 16, 2010 3:37 PM
To: hlcoders
Subject: [hlcoders] Alien Swarm

  If you hadn't heard already, the SDK is being updated on Monday
  

with


the complete source code to Alien Swarm, a brand new Source 2009 game
by
the team who made the original UT2004 mod (and who now work for
  

Valve).


It's going to be a sample project in the same vein as TFC.

AS has a tile-based map editor, omnidirectional projected textures,
real-time depth of field and Steamworks integration...but apparently
  

no


Mac support?

http://store.steampowered.com/app/630

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--
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Ben Mears
I'm hoping it's new shoes for TF2 !

On Thu, Jun 10, 2010 at 2:27 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> If they added hats to css I'd move to cspromod and never touch css
> ever again. It's just not right.
>
> On 10 June 2010 23:21, Arg!  wrote:
> > i miss duke3d, please do this valve. surely you could buy all the
> > assets for a few bucks.
> >
> > perhaps the announcement is hats for cs:s
> >
> > On Fri, Jun 11, 2010 at 7:24 AM, 1nsane <1nsane...@gmail.com> wrote:
> >> They could just release everything that was made for Duke Nukem Forever
> as
> >> Duke Nukem Forever Episode 1.
> >>
> >> Then 10 years later release EP2. It would make perfect sense!
> >>
> >> On Thu, Jun 10, 2010 at 4:25 PM, Dexter  wrote:
> >>
> >>> Maybe they're releasing Duke Nukem Forever on a new Source engine.
> >>>
> >>> Or maybe a new version of the Source engine and SDK that doesn't break
> with
> >>> every update.
> >>>
> >>> I'm not sure which is more far fetched
> >>>
> >>> On Thu, Jun 10, 2010 at 2:21 PM, Sam  wrote:
> >>>
> >>> > "Second reason, they lost their code and have to redo everything."
> >>> >
> >>> > I giggled, hard.
> >>> >
> >>> > I doubt the announcement would be anything related to the engine,
> they
> >>> > could've done that back in GDC, E3 is about entertrainment, not
> >>> development
> >>> > like GDC is
> >>> >
> >>> > On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland <
> adamjbuckl...@gmail.com
> >>> > >wrote:
> >>> >
> >>> > > I'm going to go with Jeffrey, and call Portal for the Wii now.
> Valve
> >>> > > said that they wanted to do a Wii game, so this could be it!
> >>> > >
> >>> > > On 10 June 2010 20:07, Joel R.  wrote:
> >>> > > > Is this the big surprise for E3?!  I hope it is, that would so
> rock!
> >>> > > > ___
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> >>> > > >
> >>> > >
> >>> > >
> >>> > >
> >>> > > --
> >>> > >
> >>> > > Bucky
> >>> > >
> >>> > > ___
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Re: [hlcoders] Happy St.Patricks Day

2010-03-17 Thread Ben Mears
don't spill any drinks in your keyboards!

On Wed, Mar 17, 2010 at 12:49 PM, Patrick Shelley wrote:

> oh indeedy :)
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[hlcoders] How do elevators work in L4D1?

2010-01-13 Thread Ben Mears
Hey all,

I'm mapping a L4D-1 campaign and I'm trying to learn exactly how the
elevators work. How do I get elevators to work properly with the navagation
mesh? I am able to get the elevator to work by dropping a nav corner on the
ceiling to make a fluid nav mesh, however when I load up no mercy map 4, the
roof is not connected to the bottom nav mesh! The beginners tutorial simply
says to place to walkable points at each level and then build the nav mesh.
When I do this and analyze, it still wont work. I've posted this numerous
times on numerous sites, and nobody seems to know how to do this outside of
my hacked way.

How was this done?!?!?!?!

Thanks in advance for any all responses!

-Ben
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Re: [hlcoders] Trying to Create a Zipline

2009-08-20 Thread Ben Mears
Have you heard about the mod "Smashball" ? You can download it from the Mods
section of Steam. They have a grappling hook type weapon that sounds pretty
close to what you're trying to do. Maybe somebody from that team could help
you (but maybe they won't want to divulge their secrets either, ha ha)

On Thu, Aug 20, 2009 at 11:20 AM, Joshua Scarsbrook
wrote:

> Hi
> I am trying to create a mod with weapons that shot ziplines for players
> to move from one point to another. i was woundering how i would go about
> creating one. I have been learning c++ for quite a while now and have
> spent the last year working on 3d programmig. I know i will need 3
> entries and a weapon. The weapon will use the crossbow for it's model
> and the entires will use the little coke can or a harpoon. I was
> wondering what code i would need to use and where.
> Thanks in Advance
> Vbitz
>
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Ben Mears
As a 3D modeller, animator, and mapper, (and not a coder) I agree with what
Jed said 100%.

Jed, can you please just go work for Valve?

great, thanks!

On Fri, Jul 24, 2009 at 12:23 PM, Jed  wrote:

> No I wasn't advocating an 3D app -> MDL path. Simply adding support
> for a more common/cross platform 3D format to those that StudioMDL
> supports.
>
> The problem with the SMD format is that it's an old format from and
> old engine and requires plug-ins to be written for 3D apps to support
> it. This leaves it down to Valve to write them.
>
> Take Max for example - a plug-in for one version does not
> automatically work with another, it needs to be recompiled against the
> new versions SDK. A shop like Valve is probably only going to have one
> version and not upgrade every time a new one comes along. Therefore
> SMD plug-ins for other versions are going to have to be made by the 3D
> app users themselves.
>
> Now there are plenty of suitable cross-app 3D formats such as DAE,
> FBX, etc. that Valve could add support for to the StudioMDL compiler
> (and I've vocally expressed this to Valve many times) in *addition* to
> the SMD, OBJ and MRM formats it already supports.
>
> So why should they do it?
>
> - Common file format means more 3D apps that can produce content
> out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
> supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
> - Gives modders/studios/licensees choice to use the 3D app of their
> choice to create content.
> - Valve doesn't need to produce plug-ins for apps, just support the
> format in the compiler.
>
> Simply put SMD format is binding end users to the few apps that write
> it and the generosity of community users such as myself, Prall, et al.
> to write these plug-ins for the 3D apps we want to use.
>
> Interesting case in point - a Canadian studio approached me once
> asking me when my plug-ins would be available for 3DS Max 2009 because
> that was their in-shop 3D content creation tool and they had invested
> a lot of money in software and training and didn't want to have to
> move to something else. Their apparent decision to purchase a Source
> license for their title was hanging on the availability of plug-ins
> for Max.
>
> My main issue with some of the SDK tool is that that it feels like
> Valve aren't being smart about it. Good tools means wider adoption
> which might result in more licensees and from a modders perspective,
> more people getting into it and maybe making the next CSS/TF2/Portal
> that Valve can snap up as their IP. I think Valve should have a
> dedicated tool guy (not me) turning out polished useful tools - not
> this rehashed crap that's hung over from Half-Life 1.
>
> - Start over with StudioMDL - make it a GUI app from the start (and
> adding batch/scripting to it wouldn't be hard)
> - Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
> GUI from Mete's HLMV.
> - Add support form more 3D modern file formats and eventually phase
> out SMD, etc.
> - If for license/NDA reasons you can't release all the source code for
> apps, at least release parts of it. A lot can be learned from even
> partial code that could help us as modders make our own apps.
> - Add some SDK tool API stuff - for example code to render a 3D window
> like in HLMV. It can still require steam but make it accessible so
> that developers can add support for model rendering in other apps.
> - Polished tools will make the SDK/Engine more attractive to end
> users. Modding shouldn't be a right of passage but a warm welcoming
> experience to inspire the next great ideas.
>
> I could go on but you get the general idea...
>
> - Jed
>
>
> 2009/7/24 Jorge Rodriguez :
> > On Fri, Jul 24, 2009 at 2:41 AM, Minh  wrote:
> >
> >> The .smd format is extremely robust the way  accomodates reference
> meshes,
> >> AND skeletal animation. So you want a method to go straight from 3d
> model /
> >> animation -> .mdl ?
> >> How is that going to work with parametric animation? where you can
> combine
> >> multiple .smds to make an animation?
> >
> >
> > Minh, while the capabilities of the studio compiler are formidable, it
> still
> > leaves much to be desired in terms of file format and syntax. Don't tell
> me
> > you've never struggled with the qc format. I am constantly having
> problems
> > with its limitations. It's a rather robust system that allows for
> combining
> > animations in many interesting ways, but the syntax still pisses me off
> > quite a bit, and the technicality of it leaves it out of reach of most
> > artists. I hear Valve wrote some simple tools around it, but I'm
> surprised
> > they haven't replaced it entirely.
> >
> > The SMD format is perhaps a bit clunky, but I don't have too many
> problems
> > with it, because it does exactly what is needed, even if it does it in a
> bit
> > of a backwards way.
>
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
In Eternal Silence there are vast outdoor, outer space environments that
take a while to travel across. And its all in the Source engine.

man I love that mod.

On Thu, Jul 23, 2009 at 2:57 PM, Jorge Rodriguez  wrote:

> Source engine works just fine for outdoors areas. Did you people forget
> that
> half of HL2 and the episodes take place outdoors? Obviously it doesn't
> scale
> up to GTA-size large areas, but it can handle some pretty large areas.
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
 Agreed - "I think that despite the limitations, the engine is fantastic and
can be made to do a lot of
stuff, just look at GMod." As well as other great mods that are outside of
Valve's normal game type. For example, Eternal Silence is a Source engine
mod that contains outer space flying and dogfighting! I haven't really used
any of the other engines but would it be possible to create a flying game in
a different engine that is meant for FPS?

Disagreed - "Or, pay for an engine license. Or, wait for whatever Valve is
cooking up in their pipeline next for future versions of Source." Isn't a
license like 300,000$ or something? What individual can afford that? And I
don't think waiting for Valve is really ever a good solution.

On Thu, Jul 23, 2009 at 2:28 PM, Jorge Rodriguez  wrote:

> Valve's engine and toolset are perfect for what Valve does with it, and
> Valve has a lot of tools that they don't distribute to the community that
> make what they do easier. The limitations that exist are only because the
> engine is focused for doing one thing and doing it well, that being the
> kind
> of thing that Valve does with their games. Personally I think that despite
> the limitations, the engine is fantastic and can be made to do a lot of
> stuff, just look at GMod. It's a bit rough using a command line model
> compiler and SMD and whatnot, but nobody's holding your hand, you're free
> to
> use another toolset if you don't like what Valve has offered. Or, pay for
> an
> engine license. Or, wait for whatever Valve is cooking up in their pipeline
> next for future versions of Source.
>
> So quit whining!
>
> --
> Jorge "Vino" Rodriguez
> ___
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Ben Mears
I like the Source engine and am pretty happy with it in it's current state.

However, what Jed said,

"- Why the hell are we still using SMD? Take a continuous mesh model,
break it into triangles and re-compile it into tri-strips at compile.
Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
DAE/FBX for God's sake. You'll find you don't need "us" to make SMD
support for every 3D app out there if you adopt a cross application 3D
format."

makes perfect sense and should really be looked into for a future Source
engine update. I don't where we would be without Jed's plugins (well, I use
XSI mostly so I would probably be ok but what about the many people who use
Max and Maya?)


On Thu, Jul 23, 2009 at 1:41 PM, Jed  wrote:

> Kohan, if you'd seen the grammar in e-mail I've received from people
> with an @valvesoftware.com email address you wouldn't disbelieve that
> Adam may actually have a game industry job.
>
> That said, I agree with the sentiment that Valve is probably the last
> game company pushing a BSP based engine? After 3 years of building a
> mod I'm starting to believe that Source is just the HL1 engine with a
> bunch of third-party API's plugged in. Certainly they have come up
> with some very cool stuff but over Goldsrc, Source just doesn't feel
> very "next-gen" to me. I remember when CS:S first came out and
> everyone was was "well you should be able to do XXX/YYY with the
> source engine". Ultimately all the mods big plans fell flat and it
> feels, with a few exceptions, the same stuff as HL1 but with better
> graphics.
>
> My biggest beef with Source as a next-gen engine is their tool set. I
> *really* think Valve have taken a backwards step with their SDK and
> tool chain and make modding exponentially difficult for those that
> want to do it. When I look at other engines everything is so much more
> refined and documented and the tools are much more polished that
> Valve. Case in point:
>
> - Why are we still using a command line model compiler? The main
> modder demographic is probably 15 - 20 somethings of which most aren't
> pre-windows 95 and don't know how to use a CLI. If I can write a
> bloody GUI to StudioMDL, why can't Valve?
>
> - Why the hell are we still using SMD? Take a continuous mesh model,
> break it into triangles and re-compile it into tri-strips at compile.
> Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use
> DAE/FBX for God's sake. You'll find you don't need "us" to make SMD
> support for every 3D app out there if you adopt a cross application 3D
> format.
>
> I could go on, but I personally think that Valve need to seriously
> polish their tool set if they expect us, as modders, and maybe even
> studios to adopt their engine. Content creation shouldn't be a fight.
>
> And I say this knowing full well that some people at Valve prefer my
> tools over their own...
>
> - J
>
>
> 2009/7/23 Kohan Venets :
> >
> > I'm not claiming to agree or disagree, but I'd like to mention that using
> proper spelling and grammar would help people take you seriously.  "Iam"
> "disapointed" "beleive" "displacment" "isnt" "alogothim" "differnt"
> "fundemenal" "woulod" "jsut" "Id" "dont".
> >
> > It's just difficult to believe that you have a job as a game developer
> when you type that way.
> >
> > -Kohan
> >
> >
> >
> >> Date: Thu, 23 Jul 2009 22:51:26 +0200
> >> From: adamjjdono...@gmail.com
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] whats happening with this engine
> >>
> >> After being on this list for years Iam slightly disapointed that it has
> not
> >> been taken further..mainly Iam talking about the tools artists get to
> use to
> >> create the worlds and actually cant beleive that a modern computer game
> >> developer still works with it as its rather limited in environment
> >> design..take for example the displacment system..there isnt even lod
> >> alogothim for it which makes it so limited..seeing as I work for a game
> >> developer and know that its not easy to manage differnt projects and
> >> content..I still think some rethinking of fundemenal aspects of the
> engine
> >> woulod be a great idea about now..perhaps even jsut to give people like
> me
> >> some hope that the engine will slowly migrate into something more
> modern..Id
> >> expect some flaming and spam to follow this post like how their are
> other
> >> engines to use and that i dont have to use source engine..that being
> said..i
> >> kinda care about seeing progress.
> >> greetz
> >> nava
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> > _
> > NEW mobile Hotmail. Optimized for YOUR phone.  Click here.
> > http://windowslive.com/Mobile?ocid=TXT_TAGLM_WL_CS_MB_new_hotmail_072009
> > ___

[hlcoders] Is it possible to disable motion on one side of a character?

2009-05-19 Thread Ben Mears
I'm forwarding a question that I received from one of my machinima-making
friends. I'm not too sure on the answer so I figured I'd throw it out to
y'all and see what comes back.


"The $makegesture command can disable all lower body motion in an animation.
Do you know of any way to disable left or right arm motion on top of that?
Basically my goal here is to take the motion capture data so that it only
affects one arm and maybe the torso. Right now some of the custom animations
look a little awkward because the character will freeze one arm while
walking. It's not a dealbreaker, but if there's a way to solve it, that
would be great.

I imagine the answer is somewhere in the gesturemacros.qci file, but
honestly that stuff is Greek to me. I asked Ryan about it and he seemed to
think it's possible, but had no idea how to go about it. My hope is it's a
line or two I can find somewhere in the .qc file to ignore arm motion when
compiling the gesture. I'm happy for any help people can give me on this.
I'll film the episode without that feature, but it will definitely look a
little more natural with it, plus the need for this isn't going to go away."


Can anybody help him out? Thanks in advance guys!

-Ben
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Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Ben Mears
good idea! Wrap cannonfodder up in duct tape and refuse to release him until
he gives us the source code.

(kidding of course, I think DuctTape is going to be increasingly important)

On Fri, May 1, 2009 at 2:24 PM, Jorge Rodriguez  wrote:

> OR
>
> We can use DuctTape, which has an active developer and is almost done.
>
> Any word on when that will be, Tobias?
>
> --
> Jorge "Vino" Rodriguez
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Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Ben Mears
I propose we get as many people as possible to show up on his doorstep with
pitch forks and torches and demand the source code and/or an updated
version!

On Fri, May 1, 2009 at 2:00 PM, Olly  wrote:

> The domain is being camped.
>
> 2009/5/1 Matt Hoffman 
>
> > Jake: He ignores his emails about source, or doesn't use that email
> > anymore.
> >
> > On Fri, May 1, 2009 at 2:55 PM, Jake 
> > wrote:
> >
> > > You could just email him..it's right there.
> > >
> > > Dan L wrote:
> > > > what would you write this "letter" on? and his address doesn't have
> an
> > @,
> > > > how is it supposed to know which host to goto?
> > > >
> > > > On Fri, May 1, 2009 at 5:45 PM, Matt Hoffman <
> > > lord.matt.hoff...@gmail.com>wrote:
> > > >
> > > >
> > > >> What's a pen? Or a letter?
> > > >>
> > > >> On Fri, May 1, 2009 at 2:41 PM, Jed  wrote:
> > > >>
> > > >>
> > > >>> You know, you could always pick up a pen and write him a letter.
> Less
> > > >>> intrusive than a call and its still his choice whether to answer or
> > > >>> not.
> > > >>>
> > > >>> - Jed
> > > >>>
> > > >>> 2009/5/1 Dan L :
> > > >>>
> > >  Anyone live in that area where it wouldn't be long distance?
> > > 
> > >  On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger 
> > > wrote:
> > > 
> > > 
> > > > I suppose you could call him. Just say you really need it and not
> > > >
> > > >> force
> > > >>
> > > > him. Just ask him gently :) .
> > > >
> > > > Regards,
> > > > Ywa
> > > >
> > > > Dan L wrote:
> > > >
> > > >> Osborne, Larry  la...@osborne.net
> > > >>5112 Shelter Cove
> > > >>Austin, TX 78730
> > > >>US
> > > >>(512) 651-9568
> > > >>
> > > >> Anyone tried that email? and would it be mega-creepy if someone(
> > > >>
> > > >> liek
> > > >>
> > > >>> me
> > > >>>
> > > >> lol) called him?
> > > >>
> > > >>
> > > > ___
> > > > 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
> > >
> > >
> > ___
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> > please visit:
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> >
> >
>
>
> --
> Sent from Olly's SEGA Game Gear
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Re: [hlcoders] Please update the demo editor!

2009-05-01 Thread Ben Mears
Well, let's make a big enough demand then! Valve, do you think you could
please fix the demo smoother and editor for us? Pretty please? Thanks!

On Fri, May 1, 2009 at 6:32 AM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:

> Yeah do they. But honestly I don't *think* Valve is working on it.There's
> simply not a big enough demand.
>
> /ScarT
>
>
> 2009/5/1 Glen No 
>
> > Ya, good point. Where does it say Valve isn't working on it? It's
> > unfinished
> > business, I think valve should work on it! Do they even browse these
> > mailing
> > lists?
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Ben Mears
Good point. But you would still have to compile the new skin into the 
model, right? I think you would still need to decompile the model and 
apply the new texture/skin to the model in a 3D program and then export 
the new reference SMD for the model with the new texture/skin. You would 
also need to reference the new texture in the .QC file and designate it 
as a skin that can be used.


botman wrote:
> Models can have multiple skins.  You can switch between the skin for 
> different materials on the model.
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Ben Mears
Here's the steps that I think you would need to do.

-Decompile the viewmodels that you want to use
-Load the decompiled viewmodels into a 3D program such as XSI or Maya
-Modify the viewmodel by changing it's mesh geometry and/or re-texturing it
-Create any new animations that are needed (such as reloading or 
switching weapons)
-Export out the new SMDs and animation sequences for the modified viewmodel
-Compile your new modified viewmodel
-Replace the existing original viewmodel with your new, modified version
-Run the game and see how it works

Does anybody see anything I'm missing here?

Hope this helps.



Idrox Gedrono wrote:
> Okay, but that doesn't answer my question: is there a way to change the model 
> that the arms use?  Just off the top of my head, weapons in HL2DM must 
> certainly support multiple arm models, since combine have shiny gloves and 
> rebels don't.  How is this accomplished?
>
> On Tue, Mar 17, 2009 at 6:12 PM, Grash  wrote:
>
>   
>> Okay, it seems that you're still confused between the two model types for
>> weapons.
>> There are two different models. I detail in brief the difference between
>> them.
>>
>> 1) World Model.
>>   This is the model that is picked up\tossed
>>   This is the model that attached to other players.
>>   This is the model that you see on your self in 3rd person.
>> Valve typically names these models with a "w_" prefix
>>
>>
>> 2) View Model
>>   This is the model that is seen in first person.
>>   This model is rendered differently, as only the client sees it.
>>   For this reason, View models have arms built into them.
>>   Hence why you still see the HVAC Hands regardless of player model.
>> Valve typically names these models with a "v_" prefix
>>
>>
>>
>>
>> --- On Tue, 3/17/09, Idrox Gedrono  wrote:
>>
>> From: Idrox Gedrono 
>> Subject: [hlcoders] First-Person Arms Model
>> To: hlcoders at list.valvesoftware.com
>> Date: Tuesday, March 17, 2009, 8:17 PM
>>
>>
>> Using both a rebel playermodel and the combine-police playermodel, I still
>> retain the HEV-suited hands and arms shown in first-person.  How do you
>> change the model of the arms you see?  Thanks in advance.
>> 
>
> _
> Windows Live™: Life without walls.
> http://windowslive.com/explore?ocid=TXT_TAGLM_WL_allup_1a_explore_032009
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>
>   


-- 
Ben Mears

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Noesis Interactive

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Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
That would be 'effin hilarious if a mod project arose out of the Devin 
the Dolphin story. I call animator!

John Standish wrote:
> Did I just randomly create a mascot?
>
> On Fri, Mar 6, 2009 at 4:11 PM, Saul Rennison wrote:
>
>   
>> Congrats boys. I wanna make a mod about Devin now :\
>>
>> Sent from my iPhone
>>
>> On 6 Mar 2009, at 23:18, John Standish  wrote:
>>
>> 
>>> Devin was in the tuna you had for lunch ;-)
>>>
>>> On Fri, Mar 6, 2009 at 3:16 PM,  wrote:
>>>
>>>   
>>>> But then it would be possible to beat the record :(
>>>>
>>>> Thanks,
>>>> Timothy Fenton
>>>> Animation and Game Design Student
>>>>
>>>> -Original Message-
>>>> From: Ben Mears 
>>>>
>>>> Date: Fri, 06 Mar 2009 15:12:54
>>>> To: Discussion of Half-Life Programming>>> 
>>>> Subject: Re: [hlcoders] (no subject)
>>>>
>>>>
>>>> - Show quoted text -
>>>> Does that mean this thread can finally rest peacefully alongside
>>>> Devin
>>>> the Dolphin?
>>>>
>>>>
>>>>
>>>> John Standish wrote:
>>>> 
>>>>> Achievement Unlocked
>>>>>
>>>>> On Fri, Mar 6, 2009 at 3:09 PM, John Standish 
>>>>> wrote:
>>>>>
>>>>>
>>>>>   
>>>>>> *Franz Kafka* (IPA: [Ààf Äan ¶ Ààkafka]<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Wikipedia:IPA>)
>>>> 
>>>>>> (3 July 1883 – 3 June 1924) was one of the major fiction<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Fiction> writers
>>>> 
>>>>>> of the 20th century. He was born to a middle-class<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Middle-class>
>>>> 
>>>>>> German <http://en.wikipedia.org/wiki/German_language>-speaking
>>>>>> Jewish<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Jewish>
>>>> 
>>>>>> family <http://en.wikipedia.org/wiki/Family> in Prague<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Prague>
>>>> 
>>>>>> , Austria-Hungary <http://en.wikipedia.org/wiki/Austria-Hungary>,
>>>>>> presently the Czech Republic <
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Czech_Republic>.
>>>> 
>>>>>> His unique body of writing—much of which is incomplete<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Unfinished_work> and
>>>> 
>>>>>> which was mainly published posthumously—is considered to be
>>>>>> 
>> - Show quoted text -
>> 
>>>>>> among the
>>>>>> 
>>>> most
>>>> 
>>>>>> influential in Western literature<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/Western_literature>
>>>> 
>>>>>> .[1] <http://en.wikipedia.org/wiki/Kafka#cite_note-esp-0>
>>>>>>
>>>>>> His stories, such as *The Metamorphosis<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/The_Metamorphosis>
>>>> 
>>>>>> * (1915), and novels, including *The Trial<
>>>>>> 
>>>> http://en.wikipedia.org/wiki/The_Trial>
>>>> 
>>>>>> * (1925) and *The Castle <
>>>>>> 
>>>> http://en.wikipedia.org/wiki/The_Castle_(novel)>
>>>> 
>>>>>> * (1926), concern troubled individuals in a nightmarishly
>>>>>> impersonal and
>>>>>> 
>>>> - Show quoted text -
>>>> 
>>>>>> bureaucratic world.
>>>>>>
>>>>>> On Fri, Mar 6, 2009 at 3:05 PM, Skyler Clark 
>>>>>> 
>>>> wrote:
>>>> 
>>>>>> 
>>>>>>> Thank god for gmail...
>>>>>>>
>&g

Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
t;>>>>>>>>>>>> archives,
>>>>>>>>>>>>>> 
>>>>>>>>>>>>>>>>> please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>   
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>   
>>>>>>>>>>>>>>>>>   
>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>> Thanks,
>>>>>>>>>>>>>>>> - Saul.
>>>>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>>>> 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
>>>>>   
>>>>>>>>>>>>>>>   
>>>>>>>>>>>>>> --
>>>>>>>>>>>>>> Thanks,
>>>>>>>>>>>>>> - Saul.
>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>> 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:
>>>>>>>>>>>>>
>>>>>>>>>>>>>   
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>>>   
>>>>>>>>>>>>>   
>>>>>>>>>>>> ___
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>>>>>>>>>>>> 
>>> list
>>>   
>>>>>>>>> archives,
>>>>>>>>>   
>>>>>>>>>>>> please visit:
>>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> 
>>>>>>>>>>> --
>>>>>>>>>>> Gear Dev
>>>>>>>>>>> ___
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>   
>>> list
>>>   
>>>>>>>> archives,
>>>>>>>> 
>>>>>>>>>>> please visit:
>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>   
>>>>>>>>>> --
>>>>>>>>>> Thanks,
>>>>>>>>>> - Saul.
>>>>>>>>>> ___
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> 
>>>>>>> archives,
>>>>>>>   
>>>>>>>>>> please visit:
>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 
>>>>>>>>> --
>>>>>>>>> - Show quoted text -
>>>>>>>>> Gear Dev
>>>>>>>>> ___
>>>>>>>>> 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
>>>>>>
>>>>>>
>>>>>> 
>>>>> --
>>>>> Thanks,
>>>>> - Saul.
>>>>> ___
>>>>> 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
>
>   


-- 
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b...@noesisinteractive.com
http://www.noesisinteractive.com/

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Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
t;>>>
>>>>>>>>>>>> 
>>>>>>>>>>>>> *digital signature*
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Mar 6, 2009 at 10:18 AM, Saul Rennison <
>>>>>>>>>>>>>   
>>>>>>>>>>> saul.renni...@gmail.com
>>>>>>>>>>>   
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>> 
>>>>>>>>>>>>>> Never! Petition against locking?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> 2009/3/6 Jorge Rodriguez 
>>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> 
>>>>>>>>>>>>>>> I wish I could lock this thread.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>> Jorge "Vino" Rodriguez
>>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>   
>> view
>> 
>>>> the
>>>> 
>>>>>>> list
>>>>>>>   
>>>>>>>>>>>> archives,
>>>>>>>>>>>> 
>>>>>>>>>>>>>>> please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>   
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>   
>>>>>>>>>>>>>>>   
>>>>>>>>>>>>>> --
>>>>>>>>>>>>>> Thanks,
>>>>>>>>>>>>>> - Saul.
>>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>> ___
>>>>>>>>>>>>>> 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
>>>   
>>>>>>>>>>>>>   
>>>>>>>>>>>> --
>>>>>>>>>>>> Thanks,
>>>>>>>>>>>> - Saul.
>>>>>>>>>>>> ___
>>>>>>>>>>>> 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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 
>>>>>>>>> --
>>>>>>>>> Gear Dev
>>>>>>>>> ___
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>   
>>>>>> archives,
>>>>>> 
>>>>>>>>> please visit:
>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>   
>>>>>>>> --
>>>>>>>> Thanks,
>>>>>>>> - Saul.
>>>>>>>> ___
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> 
>>>>> archives,
>>>>>   
>>>>>>>> please visit:
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>> 
>>>>>>> --
>>>>>>> - Show quoted text -
>>>>>>> Gear Dev
>>>>>>> ___
>>>>>>> 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
>>>>
>>>>
>>>> 
>>> --
>>> Thanks,
>>> - Saul.
>>> ___
>>> 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
>
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

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Suite 125
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831-479-4263


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Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
I don't trust my "new messages" email alert anymore.


admin@gmail.com wrote:
> Ye I want one
> Thanks,
> Timothy Fenton
> Animation and Game Design Student
>
> -Original Message-
> From: John Standish 
>
> Date: Fri, 6 Mar 2009 12:26:09 
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] (no subject)
>
>
> Should we get medals?
>
> On Fri, Mar 6, 2009 at 12:22 PM, Saul Rennison wrote:
>
>   
>> Ohhh wait. 23 until 91 responses (on par with the longest thread) 24 until
>> we become the longest thread... WOO!
>> - Show quoted text -
>>
>> 2009/3/6 Saul Rennison 
>>
>> 
>>> I agree. (26...)
>>>
>>>
>>> 2009/3/6 John Standish 
>>>
>>>   
>>>> Someone needs Gmail grouping.
>>>>
>>>> On Fri, Mar 6, 2009 at 12:12 PM, Saul Rennison >>> 
>>>>> wrote:
>>>>>   
>>>>> 30 L2COUNT!!11
>>>>> - Show quoted text -
>>>>>
>>>>> 2009/3/6 John Standish 
>>>>>
>>>>>   
>>>>>> Huzzah 32
>>>>>>
>>>>>> On Fri, Mar 6, 2009 at 12:00 PM, Saul Rennison <
>>>>>> 
>>>> saul.renni...@gmail.com
>>>> 
>>>>>>> wrote:
>>>>>>>   
>>>>>>> 33 now, mate. l2count.
>>>>>>>
>>>>>>> 2009/3/6 ZuM 
>>>>>>> - Show quoted text -
>>>>>>>
>>>>>>>   
>>>>>>>> WTF?
>>>>>>>>
>>>>>>>> 2009/3/6 Saul Rennison 
>>>>>>>>
>>>>>>>> 
>>>>>>>>> YOU TRIPPIN, BOY?!
>>>>>>>>>
>>>>>>>>> 2009/3/6 Tim Fenton 
>>>>>>>>>
>>>>>>>>>   
>>>>>>>>>> 54.
>>>>>>>>>>
>>>>>>>>>> On Fri, Mar 6, 2009 at 2:46 PM, Ben Mears <
>>>>>>>>>> 
>>>>>>> b...@noesisinteractive.com
>>>>>>>   
>>>>>>>>>>> wrote:
>>>>>>>>>>>   
>>>>>>>>>>> You subconsciously wish you were Devin.
>>>>>>>>>>>
>>>>>>>>>>> Don't know what number we're at.
>>>>>>>>>>>
>>>>>>>>>>> John Standish wrote:
>>>>>>>>>>>   
>>>>>>>>>>>> Would you like to do the eulogy for Devin?
>>>>>>>>>>>> Why in holy hell I came up with that story I will never
>>>>>>>>>>>> 
>>>> know.
>>>> 
>>>>>>>>>>>> On Fri, Mar 6, 2009 at 11:37 AM, Saul Rennison <
>>>>>>>>>>>> 
>>>>>>>>>> saul.renni...@gmail.com
>>>>>>>>>> 
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> 
>>>>>>>>>>>>> I like Devin. Make that 42.
>>>>>>>>>>>>>
>>>>>>>>>>>>> 2009/3/6 Robert Lomartire 
>>>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>   
>>>>>>>>>>>>>> Devin needs to learn how to properly treat the sea
>>>>>>>>>>>>>> 
>>>> kittens.
>>>> 
>>>>>>>>>>>>>> http://www.peta2.com/sea_Kittens/
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Mar 6, 2009 at 1:49 PM, Rodrigo 'r2d2rigo&#

Re: [hlcoders] (no subject)

2009-03-06 Thread Ben Mears
gt;>>>>> I wish I could lock this thread.
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> Jorge "Vino" Rodriguez
>>>>>>>>>>>> ___
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>> 
>>>> list
>>>> 
>>>>>>>>> archives,
>>>>>>>>>   
>>>>>>>>>>>> please visit:
>>>>>>>>>>>>
>>>>>>>>>>>> 
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> 
>>>>>>>>>>>> 
>>>>>>>>>>> --
>>>>>>>>>>> Thanks,
>>>>>>>>>>> - Saul.
>>>>>>>>>>> - Show quoted text -
>>>>>>>>>>> ___
>>>>>>>>>>> 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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 
>>>>>>>>> --
>>>>>>>>> Thanks,
>>>>>>>>> - Saul.
>>>>>>>>> ___
>>>>>>>>> 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
>>>>>>>
>>>>>>>
>>>>>>>   
>>>>>> --
>>>>>> - Show quoted text -
>>>>>> Thanks,
>>>>>> - Saul.
>>>>>> ___
>>>>>> 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
>>>
>>>
>>>   
>> --
>> - Show quoted text -
>> Thanks,
>> - Saul.
>> ___
>> 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
>
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
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831-479-4263


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Re: [hlcoders] Wiki Down?

2009-03-06 Thread Ben Mears
Yep, me too.

"A database query syntax error has occurred. This may indicate a bug in 
the software. The last attempted database query was:

(SQL query hidden)

from within function "". MySQL returned error "1205: Lock wait timeout 
exceeded; try restarting transaction (localhost)".



Matt Hoffman wrote:
> I'm also getting this. I get "Redirecting", and then a long pause with
> "...", and then i get the SQL Error.
>
> On Fri, Mar 6, 2009 at 11:06 AM, Walter Gray  wrote:
>
>   
>> I'm suddenly having problems now too:
>> A database query syntax error has occurred. This may indicate a bug in
>> the software. The last attempted database query was:
>>
>>(SQL query hidden)
>>
>> from within function "". MySQL returned error "1205: Lock wait timeout
>> exceeded; try restarting transaction (localhost)".
>>
>> Any idea what's up with that?
>>
>> Grash wrote:
>> 
>>> Is anyone else seeing this when trying to access the Wiki?
>>>
>>> Valve Developer Community has a problem
>>>   Sorry! This site is experiencing technical difficulties.Try
>>>   
>> waiting a few minutes and reloading.(Can't
>> 
>>> contact the database server: Can't connect to local MySQL server
>>> through socket '/var/run/mysqld/mysqld.sock' (11) (localhost))
>>>
>>>
>>>
>>>
>>> ___
>>> 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
>
>
>   


-- 
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Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

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831-479-4263


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Re: [hlcoders] (no subject)

2009-03-05 Thread Ben Mears
Shouldn't this thread be moved to the [hljokers] mailing list?


John Standish wrote:
> Easier there chuckle head :-P. Dudez yous gotz pwndz by da katz. I CAN HAS
> CHEEZBURGER NOW?
>
> On Thu, Mar 5, 2009 at 2:40 PM, Saul Rennison wrote:
>
>   
>> lmfao. Again.
>>
>> 2009/3/5 Ben Mears 
>> - Show quoted text -
>>
>> 
>>> epic l33t lolz.to be more accurate.
>>>
>>> John Standish wrote:
>>>   
>>>> Doing it for the lolz are we?
>>>>
>>>> On Thu, Mar 5, 2009 at 2:29 PM, James Luzwick 
>>>> 
>>> wrote:
>>>   
>>>> 
>>>>> I tracked this guys IP and found his facebook page.  Here's his
>>>>>   
>> profile
>> 
>>>>> pic.
>>>>>
>>>>>
>>>>>
>>>>>   
>> http://images.icanhascheezburger.com/completestore/2009/3/5/128807656692421566.jpg
>> 
>>>>> On Thu, Mar 5, 2009 at 2:05 PM, Jonas 'Sortie' Termansen
>>>>> wrote:
>>>>> - Show quoted text -
>>>>>
>>>>>
>>>>>   
>>>>>> You know, if he didn't unsubscribe, he would have gotten these mails
>>>>>> 
>> as
>> 
>>>>>> well.
>>>>>>
>>>>>>
>>>>>> And so did I. Let's stop the discussion here, alright?
>>>>>>
>>>>>> - Sortie
>>>>>>
>>>>>> - Original Message -
>>>>>> From: "1nsane" <1nsane...@gmail.com>
>>>>>> To: "Discussion of Half-Life Programming" <
>>>>>>
>>>>>> 
>>>>> hlcoders@list.valvesoftware.com
>>>>>
>>>>>   
>>>>>> Sent: Thursday, March 05, 2009 10:31 PM
>>>>>> Subject: Re: [hlcoders] (no subject)
>>>>>>
>>>>>>
>>>>>>
>>>>>> 
>>>>>>> Penis.
>>>>>>>
>>>>>>> On Thu, Mar 5, 2009 at 3:15 PM, homi  wrote:
>>>>>>>
>>>>>>>
>>>>>>>   
>>>>>>>> please dont send mi this mesges. thanks
>>>>>>>> ___
>>>>>>>> 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
>>>>
>>>>
>>>>
>>>> 
>>> --
>>> Ben Mears
>>>
>>> Production Lead
>>>
>>> Noesis Interactive
>>>
>>> b...@noesisinteractive.com
>>> http://www.noesisinteractive.com/
>>>
>>> 2450 17th Ave.
>>> Suite 125
>>> Santa Cruz, California
>>> 95062
>>> 831-479-4263
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>   
>> --
>> Thanks,
>> - Saul.
>> - Show quoted text -
>> ___
>> 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
>
>
>   


-- 
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Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

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831-479-4263


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Re: [hlcoders] (no subject)

2009-03-05 Thread Ben Mears
epic l33t lolz.to be more accurate.

John Standish wrote:
> Doing it for the lolz are we?
>
> On Thu, Mar 5, 2009 at 2:29 PM, James Luzwick  wrote:
>
>   
>> I tracked this guys IP and found his facebook page.  Here's his profile
>> pic.
>>
>>
>> http://images.icanhascheezburger.com/completestore/2009/3/5/128807656692421566.jpg
>>
>> On Thu, Mar 5, 2009 at 2:05 PM, Jonas 'Sortie' Termansen
>> wrote:
>> - Show quoted text -
>>
>> 
>>> You know, if he didn't unsubscribe, he would have gotten these mails as
>>> well.
>>>
>>>
>>> And so did I. Let's stop the discussion here, alright?
>>>
>>> - Sortie
>>>
>>> - Original Message -
>>> From: "1nsane" <1nsane...@gmail.com>
>>> To: "Discussion of Half-Life Programming" <
>>>   
>> hlcoders@list.valvesoftware.com
>> 
>>> Sent: Thursday, March 05, 2009 10:31 PM
>>> Subject: Re: [hlcoders] (no subject)
>>>
>>>
>>>   
>>>> Penis.
>>>>
>>>> On Thu, Mar 5, 2009 at 3:15 PM, homi  wrote:
>>>>
>>>> 
>>>>> please dont send mi this mesges. thanks
>>>>> ___
>>>>> 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
>
>
>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

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Suite 125
Santa Cruz, California
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831-479-4263


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Re: [hlcoders] Technical Design Document *Survey*

2009-01-15 Thread Ben Mears
Great idea with the survey, I just finished it as well.


ZuM wrote:
> Thanks, i just completed it too :).
>
> 2009/1/15 John Standish 
>
>   
>> Thank you Steve. I've just filled it out.
>>
>> On Thu, Jan 15, 2009 at 11:09 AM, Steve Henderson <
>> steven.j.hender...@gmail.com> wrote:
>>
>> 
>>> I created an 8 question, one page survey to help us better understand
>>> the problem at hand and what (if anything) is needed:
>>>
>>> http://www.surveymonkey.com/s.aspx?sm=ljjdbBo88brT7Sf9bswa7Q_3d_3d
>>>
>>> I'll roll up the results each night and post somewhere.
>>>
>>> Thanks for your time.
>>>
>>> ___
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>   
>> ___
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>>
>> 
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>   


-- 
Ben Mears

Production Lead

Noesis Interactive

b...@noesisinteractive.com
http://www.noesisinteractive.com/

2450 17th Ave.
Suite 125
Santa Cruz, California
95062
831-479-4263


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Re: [hlcoders] Lip Syncing.

2008-12-03 Thread Ben Mears
http://www.noesisinteractive.com/index.php?page=shop.product_details&flypage=cn_flypage.tpl&product_id=51&category_id=28&option=com_virtuemart&Itemid=53&vmcchk=1&Itemid=53

On Wed, Dec 3, 2008 at 1:09 PM, Jake <[EMAIL PROTECTED]> wrote:

> Hey there,
>
> I'm trying to learn the faceposer tool, although it seems there's no
> real complete tutorial available.
> http://developer.valvesoftware.com/wiki/Choreography_creation/Lip_synching
> ..
>
> Are there any tutorials on the lip syncing part? I have managed to do
> this easily in the past, although I can no longer remember on how to do
> this..
>
> Thanks in Advance
>
> -Jake
>
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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-18 Thread Ben Mears
Here's my opinion.

Valve doesn't owe us anything but it is in their best interest to keep us
happy as we are the ones who promote and further the Source Engine. After
all, where did Counter Strike, Team Fortress, and Portal originate from? I
think Valve has done a pretty good job of supporting us modders but it's
true that there is always more they could do for us. Maybe the people who
are unhappy with Valve should move on to other engines, Unreal 3 or
CryEngine 2 for example, see how those engines compare to Source and then
re-evaluate their opinons.

Again, that's just my two cents.


On Sun, May 18, 2008 at 3:42 AM, Ondřej Hošek <[EMAIL PROTECTED]> wrote:

> Which would obviously reduce the longevity of their games.
>
> ~~ Ondra
>
> On 18.05.08 10:16 Uhr, Daniel Glenn wrote:
> > We don't deserve a damned thing. Valve could have simply not released the
> > source code at all.
> >
> >
> > On Sat, May 17, 2008 at 11:25 AM, John<[EMAIL PROTECTED]>  wrote:
> >
> >
> >> Come on Valve :D All us modders deserve that fixed code in good time :\
> Its
> >> been a few months
> >>
> >> On Sat, May 17, 2008 at 2:25 PM, Tom Leighton<
> [EMAIL PROTECTED]
> >>
> >> wrote:
> >>
> >>
> >>> That was a fix from Tony Sergi (VALVE)
> >>>
> >>> Tom Edwards wrote:
> >>>
>  That /was/ a fix from Valve.
> 
>  Janek wrote:
> 
> 
> > @Benjamin and Tom>  I saw this post as it was an answer to a question
> >
> >>> from
> >>>
> > me. But this fix is for sratch sdk (different in hl2mp) and also I
> >
> >>> prefer a
> >>>
> > fix frm Valva as there could have other less noticeable prediction
> >
> >>> issue.
> >>>
> > 2008/5/17 Mikie<[EMAIL PROTECTED]>:
> >
> >
> >
> >
> >> For the last four years, Valve has needed to hire more people.
> >> They have the budget considering the success they've had,
> >>
> >> I never understood why Valve management is so reluctant to do so.
> >>
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of
> Daniel
> >> Glenn
> >> Sent: Saturday, May 17, 2008 12:14 AM
> >> To: Discussion of Half-Life Programming
> >> Subject: Re: [hlcoders] Orange Box SDK Code Update???
> >>
> >> Obviously, they're not working on at least two retail games right
> now
> >>
> >>> or
> >>>
> >> anything. Be patient is my advice.
> >>
> >> On Fri, May 16, 2008 at 10:35 PM, Joel R.<[EMAIL PROTECTED]>
> >>
> >> wrote:
> >>
> >>
> >>
> >>> We've been patiently waiting for about 5 months now waiting on an
> >>>
> >>>
> >>>
> >> update to
> >>
> >>
> >>
> >>> the Source SDK Code.
> >>>
> >>> Major Things Needed:
> >>> - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished).
> >>> - Source Shaders
> >>> - Particle Editor
> >>>
> >>> Making effects is crucial to any game.  Currently if you switch to
> >>>
> >>>
> >>>
> >> Orange
> >>
> >>
> >>
> >>> Box, you cannot use Shaders or optimized particles (Particle Editor
> >>> system).  The current SDK is riddled with bugs that have been fixed
> >>>
> >>>
> >>>
> >> but are
> >>
> >>
> >>
> >>> casually awaiting to be updated in.
> >>>
> >>> TF2 has received 26 updates since the release of Orange Box SDK.
> >>> We have received 1 update to Hammer and Engine.
> >>> We have received 0 updates to the code-base.
> >>>
> >>> In it's current state, Orange Box SDK is broken.
> >>>
> >>> I and many others would greatly appreciate an immediate update as
> >>>
> >> soon
> >>
> >>>
> >> as
> >>
> >>
> >>
> >>> possible. Thanks for your time.
> >>>
>
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Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the reply Tony but I think I may have gotten it figured out. 
I think the problem was that the name of the .ttf file and the actual 
name of the font were different and I didn't realize it until now. I got 
my icon in-game and think everything is looking pretty good now. 
However, you never know what will go wrong next so it's completely 
possible you'll be hearing from me again, ha ha. Thanks a lot for your 
help guys, I really do appreciate it.

Ben



Tony "omega" Sergi wrote:
> Can you send me your ttf file, for your custom font?
> -Tony
>
>
> On Mon, May 5, 2008 at 1:54 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
>   
>> Thanks for the suggestion Tom but I'm still having some problems. I added
>> my
>> font to the end of ClientScheme.res so it looks like this:
>>
>>
>> -
>>  CUSTOM FONT FILES /
>>//
>>// specifies all the custom (non-system) font files that need to be
>> loaded to service the above described fonts
>>CustomFontFiles
>>{
>>"1""resource/CustomFont.ttf"
>>"2""resource/HL2crosshairs.ttf"
>>"3""resource/HALFLIFE2.ttf"
>>}
>>
>> }
>>
>> --
>>
>> Now when I pick up my weapon it doesn't flash any icon and the bucket
>> contains the weapon name but not the icon (instead of flashing and
>> displaying the letter "a" like it did before). Any further ideas or
>> solutions on this? Thanks.
>>
>> On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
>> wrote:
>>
>> 
>>> You need to scroll to the very end of clientscheme.res and add your font
>>> to the list there.
>>>
>>> Ben Mears wrote:
>>>   
>>>> Hey guys, I'm trying to replace the weapon selection icon in my HL2
>>>> Singleplayer mod and I've hit a wall. The problem is that instead of
>>>> 
>>> showing
>>>   
>>>> my custom icon, it shows whichever character is assigned to it (the
>>>> 
>>> letter
>>>   
>>>> "a" for example). Here's  my workflow so far.
>>>>
>>>> -Create New Font and import and assign my weapon icon image to the
>>>> 
>>> letter
>>>   
>>>> "a"
>>>>
>>>> -Save Font as "CustomFont" into the "resource" folder of my mod
>>>>
>>>> -From that same folder open "ClientScheme.res" and copy this code:
>>>>
>>>> 
>> -
>> 
>>>> }
>>>> WeaponIcons
>>>> {
>>>> "1"
>>>> {
>>>> "name""HalfLife2"
>>>> "tall""64"
>>>> "weight""0"
>>>> "antialias" "1"
>>>> "additive""1"
>>>> "custom""1"
>>>> }
>>>> }
>>>>
>>>>
>>>> 
>> 
>> 
>>>>  -Paste the copied code right below it and change it to:
>>>>
>>>>
>>>> 
>> 
>> 
>>>>CustomFont
>>>> {
>>>> "1"
>>>> {
>>>> "name""CustomFont"
>>>> "tall""64"
>>>> "weight""0"
>>>> "antialias" "1

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-05 Thread Ben Mears
Thanks for the suggestion Tom but I'm still having some problems. I added my
font to the end of ClientScheme.res so it looks like this:

-
 CUSTOM FONT FILES /
//
// specifies all the custom (non-system) font files that need to be
loaded to service the above described fonts
CustomFontFiles
{
"1""resource/CustomFont.ttf"
"2""resource/HL2crosshairs.ttf"
"3""resource/HALFLIFE2.ttf"
}

}
--

Now when I pick up my weapon it doesn't flash any icon and the bucket
contains the weapon name but not the icon (instead of flashing and
displaying the letter "a" like it did before). Any further ideas or
solutions on this? Thanks.

On Sat, May 3, 2008 at 2:30 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:

> You need to scroll to the very end of clientscheme.res and add your font
> to the list there.
>
> Ben Mears wrote:
> > Hey guys, I'm trying to replace the weapon selection icon in my HL2
> > Singleplayer mod and I've hit a wall. The problem is that instead of
> showing
> > my custom icon, it shows whichever character is assigned to it (the
> letter
> > "a" for example). Here's  my workflow so far.
> >
> > -Create New Font and import and assign my weapon icon image to the
> letter
> > "a"
> >
> > -Save Font as "CustomFont" into the "resource" folder of my mod
> >
> > -From that same folder open "ClientScheme.res" and copy this code:
> >
> -
> >
> > }
> > WeaponIcons
> > {
> > "1"
> > {
> > "name""HalfLife2"
> > "tall""64"
> > "weight""0"
> > "antialias" "1"
> > "additive""1"
> > "custom""1"
> > }
> > }
> >
> >
> 
> >
> >  -Paste the copied code right below it and change it to:
> >
> >
> 
> >CustomFont
> > {
> > "1"
> > {
> > "name""CustomFont"
> > "tall""64"
> > "weight""0"
> > "antialias" "1"
> > "additive""1"
> > "custom""1"
> > }
> > }
> >
> 
> >
> > -Save and close "ClientScheme.res" , go up one folder, and open the
> > "scripts" folder
> >
> > -Open "weapon_crowbar.txt" and change this code:
> >
> >
> -
> > // Weapon Sprite data is loaded by the Client DLL.
> > TextureData
> > {
> > "weapon"
> > {
> > "font""WeaponIcons"
> > "character""c"
> > }
> > "weapon_s"
> > {
> > "font""WeaponIconsSelected"
> > "character""c"
> > }
> > "ammo"
> > {
> > "font""WeaponIcons"
> > "character""c"
> >
> 
> >
> > to this:
>

[hlcoders] Problem with Weapon Icon Replacement

2008-05-02 Thread Ben Mears
Hey guys, I'm trying to replace the weapon selection icon in my HL2
Singleplayer mod and I've hit a wall. The problem is that instead of showing
my custom icon, it shows whichever character is assigned to it (the letter
"a" for example). Here's  my workflow so far.

-Create New Font and import and assign my weapon icon image to the letter
"a"

-Save Font as "CustomFont" into the "resource" folder of my mod

-From that same folder open "ClientScheme.res" and copy this code:
-

}
WeaponIcons
{
"1"
{
"name""HalfLife2"
"tall""64"
"weight""0"
"antialias" "1"
"additive""1"
"custom""1"
}
}



 -Paste the copied code right below it and change it to:


   CustomFont
{
"1"
{
"name""CustomFont"
"tall""64"
"weight""0"
"antialias" "1"
"additive""1"
"custom""1"
}
}


-Save and close "ClientScheme.res" , go up one folder, and open the
"scripts" folder

-Open "weapon_crowbar.txt" and change this code:

-
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font""WeaponIcons"
"character""c"
}
"weapon_s"
{
"font""WeaponIconsSelected"
"character""c"
}
"ammo"
{
"font""WeaponIcons"
"character""c"


to this:


// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font""CustomFont"
"character""a"
}
"weapon_s"
{
"font""CustomFont"
"character""a"
}
"ammo"
{
"font""CustomFont"
"character""a"
--

-Save and close and run mod

When I run my mod and pick up my new weapon instead of displaying the image
that I saved into my CustomFont it shows the actual letter "a". Does anyone
know what's going on with this or what I am doing wrong? I looked for
tutorials and information on this subject and didn't really find anything
too helpful. Thanks for the time and help guys.

Ben
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Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Ben Mears
Well, that's how you do it in XSI so hopefully you could do it that way in
Max as well. Each frame contains a different facial shape which corresponds
to the "Character Facial Animation Shapekey Set". Then you export those 34
frames as a .VTA file and compile it into the .QC for the model (make sure
you include your Frame 0 facial reference pose in the export). Once you
compile that .QC file you should be able to take your character into Model
Viewer and control the facial expressions under the "Flex" tab. However, I
did all of this using a pre-Orangebox version of the SDK so things might
have changed since then.

On Tue, Mar 25, 2008 at 1:15 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:

> Can I just skip the morpher step, and simply make a 34 blend animation
> and create the flexes using a single head?
>
> Jed wrote:
> > Cannonfodders guide is a good guide but makes things over complex.
> >
> > You can simply set-up your animation as 34 frames and for each morph
> > target it set it to 100% for it own frame. i.e.
> >
> > shapekey 0 - frame 0 - 100%
> > shapekey 1 - frame 1 - 100%
> > ...
> > shapekey n - frame n - 100%
> >
> > Be aware though that you'll need to watch the percentage of other
> > frames as they'll tween so make sure each morph is the only one at
> > 100% each frame.
> >
> > You can then export the VTA with all the shapekeys in a single
> > animation which is what Valve use with the SDK examples.
> >
> > - Jed
> >
> > On 25/03/2008, Jake Breen <[EMAIL PROTECTED]> wrote:
> >
> >> Well I kinda remember Cannonfodder's tutorial and he had it multiple
> >>  meshes, of the exact same mesh in the same scene and then used morpher
> >>  and applied the facial expressions to it. Then deleted the heads. But
> >>  I'm so lost after that.
> >>
> >>
> >>  Ben Mears wrote:
> >>  > Facial setups for custom characters is completely attainable. I
> worked
> >>  > through the process in XSI and had pretty good results. The steps
> are
> >>  > outlined in the Valve Wiki here:
> >>  >
> http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File
> >>  > .
> >>  > The main problem I had was that after the initial Orangebox update
> my facial
> >>  > flex controllers didn't work anymore so I had to revert back to a
> previous
> >>  > version of the SDK. Besides that it worked out pretty good and I
> didn't have
> >>  > too many problems setting it up. It really depends on how much time
> and
> >>  > effort you put into manipulating the facial verts into the
> expressions.
> >>  > Also, I was doing this in the pre-Orangebox SDK and from the looks
> of it the
> >>  > Episode 2 SDK should be way better. It does look like the steps for
> Max and
> >>  > Maya differ from XSI, for XSI you set up different facial poses on
> different
> >>  > keyframes and in Max/Maya you create multiple versions of the head
> with the
> >>  > different facial poses. Hope this helps!
> >>  >
> >>  > On Tue, Mar 25, 2008 at 7:09 AM, Sam Goldwater <[EMAIL PROTECTED]>
> wrote:
> >>  >
> >>  >
> >>  >> Good to know, nice one Jed.
> >>  >>
> >>  >> On Tue, Mar 25, 2008 at 12:13 PM, Jed <[EMAIL PROTECTED]> wrote:
> >>  >>
> >>  >>
> >>  >>> I've rigged a few custom character models with facial animation
> and
> >>  >>> it's not actually that hard to be honest.
> >>  >>>
> >>  >>> The "quality" comes from how good your morphs are, how many you
> have
> >>  >>> and rig then. I have a gut feeling Alyx uses more than the default
> >>  >>> shapekey set but all the models I've made use the stock shapekey
> set.
> >>  >>>
> >>  >>> It's not my greatest work (someone else model + morphs targets)
> but I
> >>  >>> was asked to rig the Candy model from Dinohunters. Thats a
> complete
> >>  >>> custom model with the full set of morph shapekeys.
> >>  >>>
> >>  >>> I've done quite a few others and written a few tools to help in
> the
> >>  >>> process but nothing thats out there yet.
> >>  >>>
> >>  >>> - Jed
> >>  >>>
> >>  &g

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Ben Mears
Facial setups for custom characters is completely attainable. I worked
through the process in XSI and had pretty good results. The steps are
outlined in the Valve Wiki here:
http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File
.
The main problem I had was that after the initial Orangebox update my facial
flex controllers didn't work anymore so I had to revert back to a previous
version of the SDK. Besides that it worked out pretty good and I didn't have
too many problems setting it up. It really depends on how much time and
effort you put into manipulating the facial verts into the expressions.
Also, I was doing this in the pre-Orangebox SDK and from the looks of it the
Episode 2 SDK should be way better. It does look like the steps for Max and
Maya differ from XSI, for XSI you set up different facial poses on different
keyframes and in Max/Maya you create multiple versions of the head with the
different facial poses. Hope this helps!

On Tue, Mar 25, 2008 at 7:09 AM, Sam Goldwater <[EMAIL PROTECTED]> wrote:

> Good to know, nice one Jed.
>
> On Tue, Mar 25, 2008 at 12:13 PM, Jed <[EMAIL PROTECTED]> wrote:
>
> > I've rigged a few custom character models with facial animation and
> > it's not actually that hard to be honest.
> >
> > The "quality" comes from how good your morphs are, how many you have
> > and rig then. I have a gut feeling Alyx uses more than the default
> > shapekey set but all the models I've made use the stock shapekey set.
> >
> > It's not my greatest work (someone else model + morphs targets) but I
> > was asked to rig the Candy model from Dinohunters. Thats a complete
> > custom model with the full set of morph shapekeys.
> >
> > I've done quite a few others and written a few tools to help in the
> > process but nothing thats out there yet.
> >
> > - Jed
> >
> > On 25/03/2008, Sam Goldwater <[EMAIL PROTECTED]> wrote:
> > > Can anyone think of examples of Alyx quality facially rigged custom
> > >  characters? Is it attainable only having the citizen model to work
> > from?
> > >
> > >  On Tue, Mar 25, 2008 at 9:29 AM, Tom Edwards <
> [EMAIL PROTECTED]>
> > >  wrote:
> > >
> > >  > Open the sample citizen model and scrub the animation slider.
> That's
> > how
> > >  > you do it. :-)
> > >  >
> > >  > Jake Breen wrote:
> > >  > > Okay so I was following
> > >  > >
> > >  >
> >
> http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set
> > >  > >
> > >  > > And thats the only thing I can find about facial flexes. So what
> do
> > I do
> > >  > > next?
> > >  > >
> > >  >
> >
> http://oxihosting.com/files/100/Postal%202%20Port/MikeJs%20Army%20of%20heads.jpg
> > >  > >
> > >  > >
> > >  > >
> > >  > > ___
> > >  > > 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
> > >  >
> > >  >
> > >
> > >
> > >
> > >  --
> > >  --
> > >  Sam Goldwater
> > >  www.polygonfiction.com
> > >  --
> > >  ___
> > >  To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
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> > >
> > >
> >
> > ___
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> > please visit:
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> >
> >
>
>
> --
> --
> Sam Goldwater
> www.polygonfiction.com
> --
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Re: [hlcoders] Adding Custom FGD freezes Hammer

2008-03-10 Thread Ben Mears
--
--
[ Picked text/plain from multipart/alternative ]
Thanks Tony, I've attached my current FGD to this email. Basically, I've
just been trying to replace the crowbar with my own melee weapon model and
I've gone about it by replacing the crowbar SMDs with my own. So, really the
only change to this FGD is where I changed the path from "weapons" to
"item". You can find this code line by going Edit>Find and then type in
"crowbar" and click "Find Next" three times. As I mentioned before I had the
"@include" line set to "@include 'halflife2_ben.fgd'" but since that wasn't
working I changed it back to ""@include 'base.fgd'". So, do you think
removing the "base.fgd" wouldn't cause Hammer to freeze? I'm confused again
now, ha ha. Thanks again for your help.

On Mon, Mar 10, 2008 at 3:13 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> all including base does is add base entities that are generic to any mod.
>
> Would you mind posting your fgd somewhere so we can look at it?
> -Tony
>
>
>
> On Mon, Mar 10, 2008 at 6:13 PM, Steve Henderson <
> [EMAIL PROTECTED]> wrote:
>
> > Ben,
> >
> > You probably already thought of this, but did you add an @include
> > directive for the base fgd?
> >
> > Here's the one I use in my MOD...
> >
> >
> >
> http://digitalblacksmith.com/wiki/index.php/ARMARValveSourceModificationSummery#Content_.28steam.2Fstemapps.2FSourceMods.2FMyMod.29
> >
> > I think the include needs to match whichever game build you used as
> > the basis for your MOD.
> >
> > Steve
> >
> > On Mon, Mar 10, 2008 at 5:41 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > --
> > >  [ Picked text/plain from multipart/alternative ]
> > >  Hey Guys,
> > >
> > >  I'm having a problem where I try to load a revised FGD in Hammer and
> as
> > soon
> > >  as I pick it and hit "Open" Hammer freezes (but doesn't crash out).
> It
> > will
> > >  work if I copy the original FGD (in this case it's "halflife2.fgd)
> and
> > >  rename it but as soon as I make a change inside the FGD Hammer will
> > freeze.
> > >  It will also freeze if I try to rename the revised version to "
> > halflife2.fgd".
> > >  I've been trying to go the "Create a Mod" route and have been using
> my
> > own
> > >  game as the "Current Game". Has anyone seen this before? Does anyone
> > know
> > >  how to solve this problem? Thanks for your time and help!
> > >
> > >  Ben
> > >  --
> > >
> > >  ___
> > >  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
> >
> >
>
>
> --
> -omega
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--
X-Attachment-Id: f_fdnqdbj30

[ halflife2_ben.fgd of type application/octet-stream deleted ]
--

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Re: [hlcoders] Adding Custom FGD freezes Hammer

2008-03-10 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Thanks Steve. Yeah, I think you're right about the "@include..." code line.
I had re-named the FGD to "halflife2_ben.fgd" and so I also changed the FGD
to have the line "@include halflife2_ben.fgd". I think eliminating the
"@include 'base.fgd'" must have caused it to crash (which makes perfect
sense now). I think I may have just gotten confused about the differences
between single player and multiplayer. Seems to be working now (or at least
Hammer isn't crashing now). Thanks again Steve and if anyone else has
information on this topic, please share.

Ben

On Mon, Mar 10, 2008 at 2:13 PM, Steve Henderson <
[EMAIL PROTECTED]> wrote:

> Ben,
>
> You probably already thought of this, but did you add an @include
> directive for the base fgd?
>
> Here's the one I use in my MOD...
>
>
> http://digitalblacksmith.com/wiki/index.php/ARMARValveSourceModificationSummery#Content_.28steam.2Fstemapps.2FSourceMods.2FMyMod.29
>
> I think the include needs to match whichever game build you used as
> the basis for your MOD.
>
> Steve
>
> On Mon, Mar 10, 2008 at 5:41 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > --
> >  [ Picked text/plain from multipart/alternative ]
> >  Hey Guys,
> >
> >  I'm having a problem where I try to load a revised FGD in Hammer and as
> soon
> >  as I pick it and hit "Open" Hammer freezes (but doesn't crash out). It
> will
> >  work if I copy the original FGD (in this case it's "halflife2.fgd) and
> >  rename it but as soon as I make a change inside the FGD Hammer will
> freeze.
> >  It will also freeze if I try to rename the revised version to "
> halflife2.fgd".
> >  I've been trying to go the "Create a Mod" route and have been using my
> own
> >  game as the "Current Game". Has anyone seen this before? Does anyone
> know
> >  how to solve this problem? Thanks for your time and help!
> >
> >  Ben
> >  --
> >
> >  ___
> >  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
>
>
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[hlcoders] Adding Custom FGD freezes Hammer

2008-03-10 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Hey Guys,

I'm having a problem where I try to load a revised FGD in Hammer and as soon
as I pick it and hit "Open" Hammer freezes (but doesn't crash out). It will
work if I copy the original FGD (in this case it's "halflife2.fgd) and
rename it but as soon as I make a change inside the FGD Hammer will freeze.
It will also freeze if I try to rename the revised version to "halflife2.fgd".
I've been trying to go the "Create a Mod" route and have been using my own
game as the "Current Game". Has anyone seen this before? Does anyone know
how to solve this problem? Thanks for your time and help!

Ben
--

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[hlcoders] Noesis Interactive wants to meet you at GDC 2008!!

2008-02-11 Thread Ben Mears

Are you a member of a successful Mod Team? Are you going to be at the
Game Developers Conference in San Francisco this year? If you answered
yes to both of these questions then Noesis Interactive wants to meet
with you! Noesis Interactive works with industry giants such as Valve,
IGN, Softimage, and Autodesk to expand knowledge regarding game modding
and development through easy to follow video modules. We’re interested
in speaking with modders and developers about their roles and
experiences in order to lend insight to the rest of the Mod community.
This is a great opportunity to promote both your Mod and your team. So,
if you’re going to be at GDC and are interested in being involved,
please respond to this message or email [EMAIL PROTECTED]
 for more details. We hope to see you
there!


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Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???

2008-02-01 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Interesting. I don't have that in my .QC so that can't be it. However, I
think I may have gotten it to work. At first I was trying the same idling
sequence in several different places but when I tried putting in some
different sequences the compiles started going through. It seems kind of
random thought because I still do have the same idle sequence replacing
several of the default sequences. Weird, but working now. Thanks and if
anyone knows what else could be causing that error, pleas let me know.



On Feb 1, 2008 10:30 AM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> check the qc for an $animation line that does something like
> 'frame 9 15'
> what that means is, start on frame 9 and use 15 frames.
>
> if those counts are invalid, you'll get that.
>
>
> On Feb 1, 2008 1:12 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey guys. I'm trying to replace the default idle sequences in the
> > "male_shared_XSI_sdk.qci" file with my own custom idle sequences that
> fit
> > my
> > character but I keep getting this error message:
> >
> > ERROR: end frame before start frame in @Idle01
> >
> > This doesn't seem right because the same idle sequences work if I add
> them
> > as new animations and how could the end frame ever possibly be before
> the
> > start frame? I'm not using negative frames so this doesn't make any
> sense
> > to
> > me.
> >
> > Does anyone know what's up with this error message and how to fix it?
> > Thanks
> > a lot for your time and help!
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
> ___
> 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] ERROR: end frame before start frame in @Idle01 ???

2008-02-01 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Hey guys. I'm trying to replace the default idle sequences in the
"male_shared_XSI_sdk.qci" file with my own custom idle sequences that fit my
character but I keep getting this error message:

ERROR: end frame before start frame in @Idle01

This doesn't seem right because the same idle sequences work if I add them
as new animations and how could the end frame ever possibly be before the
start frame? I'm not using negative frames so this doesn't make any sense to
me.

Does anyone know what's up with this error message and how to fix it? Thanks
a lot for your time and help!
--

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Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
ha ha, oh yeah, duh. So that means he dropped the big bucks to be able to do
that right?

On Jan 30, 2008 4:18 PM, Mike Durand <[EMAIL PROTECTED]> wrote:

> I heard there is this guy named Garry who made a Source mod and sold it on
> Steam. ;)
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Ben Mears
> Sent: Wednesday, January 30, 2008 4:08 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic
> buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
>
> --
> [ Picked text/plain from multipart/alternative ]
> Do you guys know of any indie companies that use Source or Unreal licenses
> to create and sell their games/mods? Is it common?
>
> On Jan 30, 2008 4:02 PM, Jeremy <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yes. And likely includes a royalty rate to valve. There may be
> alternative
> > royalty free options that cost significantly more. Few game engines
> > advertise such things as openly as Epic lists the UE2.5 license costs
> >
> > On Jan 30, 2008 3:56 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > That's how much it cost to buy the license to be able to develop and
> > > distribute games commercially right?
> > >
> > > On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > 300-350k is generally the ballpark when we talk about it over at
> > places
> > > > like
> > > > ModDB
> > > >
> > > > On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> > > > [EMAIL PROTECTED]>
> > > > wrote:
> > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Rumor has it that a Source license is only 200k ;-)
> > > > >
> > > > > /ProZak
> > > > >
> > > > >
> > > > > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > 'You send valve a check for $1 mil and you get the source code
> for
> > > > it.'
> > > > > > Or, send Epic a check for 850k and get an Unreal 3 license ;)
> > > > > >
> > > > > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > > --
> > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > H.interesting. I'll have to try that. Thanks for the
> > > > > suggestion.
> > > > > > >
> > > > > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]>
> > wrote:
> > > > > > >
> > > > > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives
> the
> > > same
> > > > > > error
> > > > > > > > message in hammer:
> > > > > > > > "Too many verts for a dynamic buffer (41468>24576) Tell a
> > > > programmer
> > > > > > to
> > > > > > > > up VERTEX_BUFFER_SIZE."
> > > > > > > > But it's in game so I guess it is only a limitation of
> hammer.
> > > The
> > > > > > model
> > > > > > > > will propably load if set at runtime.
> > > > > > > > -archy
> > > > > > > >
> > > > > > > > Jeremy wrote:
> > > > > > > > > --
> > > > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > > > Was just curious about polycount. I realize technically
> you
> > > have
> > > > > too
> > > > > > > > many
> > > > > > > > > vertices. If vertices were shared enough you could have a
> > > large
> > > > > > number
> > > > > > > > of
> > > > > > > > > polygons with a smaller number of vertices, pro

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Do you guys know of any indie companies that use Source or Unreal licenses
to create and sell their games/mods? Is it common?

On Jan 30, 2008 4:02 PM, Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Yes. And likely includes a royalty rate to valve. There may be alternative
> royalty free options that cost significantly more. Few game engines
> advertise such things as openly as Epic lists the UE2.5 license costs
>
> On Jan 30, 2008 3:56 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > That's how much it cost to buy the license to be able to develop and
> > distribute games commercially right?
> >
> > On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > 300-350k is generally the ballpark when we talk about it over at
> places
> > > like
> > > ModDB
> > >
> > > On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> > > [EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Rumor has it that a Source license is only 200k ;-)
> > > >
> > > > /ProZak
> > > >
> > > >
> > > > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > 'You send valve a check for $1 mil and you get the source code for
> > > it.'
> > > > > Or, send Epic a check for 850k and get an Unreal 3 license ;)
> > > > >
> > > > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > H.interesting. I'll have to try that. Thanks for the
> > > > suggestion.
> > > > > >
> > > > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]>
> wrote:
> > > > > >
> > > > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the
> > same
> > > > > error
> > > > > > > message in hammer:
> > > > > > > "Too many verts for a dynamic buffer (41468>24576) Tell a
> > > programmer
> > > > > to
> > > > > > > up VERTEX_BUFFER_SIZE."
> > > > > > > But it's in game so I guess it is only a limitation of hammer.
> > The
> > > > > model
> > > > > > > will propably load if set at runtime.
> > > > > > > -archy
> > > > > > >
> > > > > > > Jeremy wrote:
> > > > > > > > --
> > > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > > Was just curious about polycount. I realize technically you
> > have
> > > > too
> > > > > > > many
> > > > > > > > vertices. If vertices were shared enough you could have a
> > large
> > > > > number
> > > > > > > of
> > > > > > > > polygons with a smaller number of vertices, provided you
> don't
> > > run
> > > > > > into
> > > > > > > any
> > > > > > > > limit on index buffer size that may be present. In this case
> > the
> > > > > error
> > > > > > > is
> > > > > > > > clearly referring to the vertices. Are the vertices
> > > welded/merged
> > > > > > where
> > > > > > > > appropriate to reduce them as much as possible without
> > > sacrificing
> > > > > > poly
> > > > > > > > counts? I don't doubt such high poly models probably work,
> and
> > > > > > possibly
> > > > > > > > pretty well if they are by themselves on a screen or with
> > little
> > > > > else.
> > > > > > > But
> > > > > > > > those sort of poly counts in a typical mod that normally has
> a
> > > > > number
> > > > > > 

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
That's how much it cost to buy the license to be able to develop and
distribute games commercially right?

On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> 300-350k is generally the ballpark when we talk about it over at places
> like
> ModDB
>
> On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> [EMAIL PROTECTED]>
> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Rumor has it that a Source license is only 200k ;-)
> >
> > /ProZak
> >
> >
> > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > 'You send valve a check for $1 mil and you get the source code for
> it.'
> > > Or, send Epic a check for 850k and get an Unreal 3 license ;)
> > >
> > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > H.interesting. I'll have to try that. Thanks for the
> > suggestion.
> > > >
> > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same
> > > error
> > > > > message in hammer:
> > > > > "Too many verts for a dynamic buffer (41468>24576) Tell a
> programmer
> > > to
> > > > > up VERTEX_BUFFER_SIZE."
> > > > > But it's in game so I guess it is only a limitation of hammer. The
> > > model
> > > > > will propably load if set at runtime.
> > > > > -archy
> > > > >
> > > > > Jeremy wrote:
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Was just curious about polycount. I realize technically you have
> > too
> > > > > many
> > > > > > vertices. If vertices were shared enough you could have a large
> > > number
> > > > > of
> > > > > > polygons with a smaller number of vertices, provided you don't
> run
> > > > into
> > > > > any
> > > > > > limit on index buffer size that may be present. In this case the
> > > error
> > > > > is
> > > > > > clearly referring to the vertices. Are the vertices
> welded/merged
> > > > where
> > > > > > appropriate to reduce them as much as possible without
> sacrificing
> > > > poly
> > > > > > counts? I don't doubt such high poly models probably work, and
> > > > possibly
> > > > > > pretty well if they are by themselves on a screen or with little
> > > else.
> > > > > But
> > > > > > those sort of poly counts in a typical mod that normally has a
> > > number
> > > > of
> > > > > > players/npcs is going to degrade quickly. It all depends what
> > you're
> > > > > doing.
> > > > > > That degree of detail could fit your project if it's outside the
> > > norm
> > > > of
> > > > > an
> > > > > > FPS mod. Just be aware what the engine was designed and built to
> > do,
> > > > as
> > > > > that
> > > > > > is the reason for the limitations it has. Short of engine level
> > > > > > modifications, which you can't do without getting the engine
> > source,
> > > > > you'll
> > > > > > have to stick within those limits, and work around them if
> > possible.
> > > > > Split
> > > > > > the model into pieces and attach them and stuff like that is
> > > probably
> > > > > the
> > > > > > direction you need to look at to keep that detail level and stay
> > > > within
> > > > > > limits.
> > > > > >
> > > > > > J
> > > > > >
> > > > > > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > >
> > > > > >> You send valve a check for $1 mil and you get the source code
> for
> &g

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
H.interesting. I'll have to try that. Thanks for the suggestion.

On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote:

> Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error
> message in hammer:
> "Too many verts for a dynamic buffer (41468>24576) Tell a programmer to
> up VERTEX_BUFFER_SIZE."
> But it's in game so I guess it is only a limitation of hammer. The model
> will propably load if set at runtime.
> -archy
>
> Jeremy wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Was just curious about polycount. I realize technically you have too
> many
> > vertices. If vertices were shared enough you could have a large number
> of
> > polygons with a smaller number of vertices, provided you don't run into
> any
> > limit on index buffer size that may be present. In this case the error
> is
> > clearly referring to the vertices. Are the vertices welded/merged where
> > appropriate to reduce them as much as possible without sacrificing poly
> > counts? I don't doubt such high poly models probably work, and possibly
> > pretty well if they are by themselves on a screen or with little else.
> But
> > those sort of poly counts in a typical mod that normally has a number of
> > players/npcs is going to degrade quickly. It all depends what you're
> doing.
> > That degree of detail could fit your project if it's outside the norm of
> an
> > FPS mod. Just be aware what the engine was designed and built to do, as
> that
> > is the reason for the limitations it has. Short of engine level
> > modifications, which you can't do without getting the engine source,
> you'll
> > have to stick within those limits, and work around them if possible.
> Split
> > the model into pieces and attach them and stuff like that is probably
> the
> > direction you need to look at to keep that detail level and stay within
> > limits.
> >
> > J
> >
> > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >
> >
> >> You send valve a check for $1 mil and you get the source code for it.
> >>
> >> Any chance we could see a render of it. Got me interested. :D
> >>
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> >> Sent: Thursday, January 31, 2008 5:19 AM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic
> >> buffer
> >> (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Well, it's a pretty detailed model with a lot of armor and accessories.
> >> I'm
> >> happy with the model at about 11,000 polys but when I bring it down to
> >> around 5,000 to make it work in game it starts to look pretty bad.
> Polys
> >> get
> >> removed from spots where they need to be, such as his eyes. So, you
> said
> >> you
> >> can't change it without recompiling Hammer and the engine? How would I
> go
> >> about doing that?
> >>
> >> Thanks for the help Mark.
> >>
> >>
> >> On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>> Basically the number is current and max (26791>24576) and your model
> >>> detail
> >>> is to high and will crash the engine. I don't think you can change it
> >>> without recompiling hammer and the engine.
> >>>
> >>> Why you need that much detail?
> >>>
> >>>
> >>>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> >>> Sent: Thursday, January 31, 2008 4:52 AM
> >>> To: hlcoders@list.valvesoftware.com
> >>> Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> >>> Tell
> >>> a programmer to up VERTEX_BUFFER_SIZE."
> >>>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>>  Hello all. This is my first email to the mailing list and I'm writing
> >>> because I'm really stuck and hope someone can help me out. When I
> place
> >>>
> >> an
>

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Thanks for the info Jeremy. I'm actually using this character for a
machinima movie and there are a lot of other characters, props, scripted
sequences etc. in the map so I think you may be right about overloading the
engine. The verts on the model are set up really well it's just that there
is a lot of them. Chris had an idea about working with the collision model
and I think that's what I'm going to work on next. Thanks a lot for the help
guys and any other ideas or suggestions are always appreciated!!

On Jan 30, 2008 1:09 PM, Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Was just curious about polycount. I realize technically you have too many
> vertices. If vertices were shared enough you could have a large number of
> polygons with a smaller number of vertices, provided you don't run into
> any
> limit on index buffer size that may be present. In this case the error is
> clearly referring to the vertices. Are the vertices welded/merged where
> appropriate to reduce them as much as possible without sacrificing poly
> counts? I don't doubt such high poly models probably work, and possibly
> pretty well if they are by themselves on a screen or with little else. But
> those sort of poly counts in a typical mod that normally has a number of
> players/npcs is going to degrade quickly. It all depends what you're
> doing.
> That degree of detail could fit your project if it's outside the norm of
> an
> FPS mod. Just be aware what the engine was designed and built to do, as
> that
> is the reason for the limitations it has. Short of engine level
> modifications, which you can't do without getting the engine source,
> you'll
> have to stick within those limits, and work around them if possible. Split
> the model into pieces and attach them and stuff like that is probably the
> direction you need to look at to keep that detail level and stay within
> limits.
>
> J
>
> On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> > You send valve a check for $1 mil and you get the source code for it.
> >
> > Any chance we could see a render of it. Got me interested. :D
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> > Sent: Thursday, January 31, 2008 5:19 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic
> > buffer
> > (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well, it's a pretty detailed model with a lot of armor and accessories.
> > I'm
> > happy with the model at about 11,000 polys but when I bring it down to
> > around 5,000 to make it work in game it starts to look pretty bad. Polys
> > get
> > removed from spots where they need to be, such as his eyes. So, you said
> > you
> > can't change it without recompiling Hammer and the engine? How would I
> go
> > about doing that?
> >
> > Thanks for the help Mark.
> >
> >
> > On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >
> > > Basically the number is current and max (26791>24576) and your model
> > > detail
> > > is to high and will crash the engine. I don't think you can change it
> > > without recompiling hammer and the engine.
> > >
> > > Why you need that much detail?
> > >
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> > > Sent: Thursday, January 31, 2008 4:52 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> > > Tell
> > > a programmer to up VERTEX_BUFFER_SIZE."
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > >  Hello all. This is my first email to the mailing list and I'm writing
> > > because I'm really stuck and hope someone can help me out. When I
> place
> > an
> > > entity and try to load my custom character it causes Hammer to crash
> and
> > > displays this error message:
> > >
> > >  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer
> to
> > > up
> > > VERTEX_BUFFER_SIZE."
> > >
> > > I tried low

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
I'm getting my polycount from within XSI and at about 11,500 polys I'm
getting a vertex (or "point" in XSI) count of only 7042. Way below 24,000

On Jan 30, 2008 1:08 PM, Jed <[EMAIL PROTECTED]> wrote:

> Just a quick question - where are you getting the polycount from? Your
> modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
> 15000 poly model anyway considering 3 verts per triangle even when
> many are shared.
>
> - Jed
>
> On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys
> that
> > worked fine so I really don't think that I have too many polys on this
> guy.
> >
> > On Jan 30, 2008 12:41 PM, Jed <[EMAIL PROTECTED]> wrote:
> >
> > > You tried normal maps?
> > >
> > > I think the largest poly-count model I've seen in a Source game is the
> > > Tiger tank in DoD which is ~11000 max.
> > >
> > > - Jed
> > >
> > > On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Well, it's a pretty detailed model with a lot of armor and
> accessories.
> > > I'm
> > > > happy with the model at about 11,000 polys but when I bring it down
> to
> > > > around 5,000 to make it work in game it starts to look pretty bad.
> Polys
> > > get
> > > > removed from spots where they need to be, such as his eyes. So, you
> said
> > > you
> > > > can't change it without recompiling Hammer and the engine? How would
> I
> > > go
> > > > about doing that?
> > > >
> > > > Thanks for the help Mark.
> > > >
> > > >
> > > > On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > Basically the number is current and max (26791>24576) and your
> model
> > > > > detail
> > > > > is to high and will crash the engine. I don't think you can change
> it
> > > > > without recompiling hammer and the engine.
> > > > >
> > > > > Why you need that much detail?
> > > > >
> > > > >
> > > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> Mears
> > > > > Sent: Thursday, January 31, 2008 4:52 AM
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: [hlcoders] "Too many verts for a dynamic buffer
> (26791>24576)
> > > > > Tell
> > > > > a programmer to up VERTEX_BUFFER_SIZE."
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > >  Hello all. This is my first email to the mailing list and I'm
> writing
> > > > > because I'm really stuck and hope someone can help me out. When I
> > > place an
> > > > > entity and try to load my custom character it causes Hammer to
> crash
> > > and
> > > > > displays this error message:
> > > > >
> > > > >  "Too many verts for a dynamic buffer (26791>24576) Tell a
> programmer
> > > to
> > > > > up
> > > > > VERTEX_BUFFER_SIZE."
> > > > >
> > > > > I tried lowering the poly and vertex counts and finally got a
> model to
> > > > > load
> > > > > but is way below the level of detail I need. I tried several
> versions
> > > of
> > > > > the
> > > > > model with varying poly and vertex counts and noticed that the
> first
> > > > > number
> > > > > in the error message (26791 in this case) would change as the poly
> and
> > > > > vert
> > > > > counts change. Also, the high poly model will load fine in Face
> Poser.
> > > > >
> > > > > I've tried to research the problem online and haven't found
> anything
> > > too
> > > > > helpful. The Valve Wiki says I probably have a bug in my code or
> > > content,
> > > > > which doesn't really help me too much. I also got advice to
> optimize
>

Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys that
worked fine so I really don't think that I have too many polys on this guy.

On Jan 30, 2008 12:41 PM, Jed <[EMAIL PROTECTED]> wrote:

> You tried normal maps?
>
> I think the largest poly-count model I've seen in a Source game is the
> Tiger tank in DoD which is ~11000 max.
>
> - Jed
>
> On 30/01/2008, Ben Mears <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well, it's a pretty detailed model with a lot of armor and accessories.
> I'm
> > happy with the model at about 11,000 polys but when I bring it down to
> > around 5,000 to make it work in game it starts to look pretty bad. Polys
> get
> > removed from spots where they need to be, such as his eyes. So, you said
> you
> > can't change it without recompiling Hammer and the engine? How would I
> go
> > about doing that?
> >
> > Thanks for the help Mark.
> >
> >
> > On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >
> > > Basically the number is current and max (26791>24576) and your model
> > > detail
> > > is to high and will crash the engine. I don't think you can change it
> > > without recompiling hammer and the engine.
> > >
> > > Why you need that much detail?
> > >
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> > > Sent: Thursday, January 31, 2008 4:52 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> > > Tell
> > > a programmer to up VERTEX_BUFFER_SIZE."
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > >  Hello all. This is my first email to the mailing list and I'm writing
> > > because I'm really stuck and hope someone can help me out. When I
> place an
> > > entity and try to load my custom character it causes Hammer to crash
> and
> > > displays this error message:
> > >
> > >  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer
> to
> > > up
> > > VERTEX_BUFFER_SIZE."
> > >
> > > I tried lowering the poly and vertex counts and finally got a model to
> > > load
> > > but is way below the level of detail I need. I tried several versions
> of
> > > the
> > > model with varying poly and vertex counts and noticed that the first
> > > number
> > > in the error message (26791 in this case) would change as the poly and
> > > vert
> > > counts change. Also, the high poly model will load fine in Face Poser.
> > >
> > > I've tried to research the problem online and haven't found anything
> too
> > > helpful. The Valve Wiki says I probably have a bug in my code or
> content,
> > > which doesn't really help me too much. I also got advice to optimize
> my
> > > map
> > > to reduce the vertices but I get the same error message when I try to
> load
> > > the model in a simple room.
> > >
> > >
> > > So, basically I guess I am asking if anyone knows how I can "up
> > > VERTEX_BUFFER_SIZE"? I don't really have much experience with coding
> and
> > > don't have access to a programmer so I'm hoping someone here can help
> me
> > > out. Thanks for taking the time to read this and any ideas or
> suggestions
> > > are greatly appreciated!
> > >
> > > Ben
> > > --
> > >
> > > ___
> > > 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
>
>
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Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE."

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Well, it's a pretty detailed model with a lot of armor and accessories. I'm
happy with the model at about 11,000 polys but when I bring it down to
around 5,000 to make it work in game it starts to look pretty bad. Polys get
removed from spots where they need to be, such as his eyes. So, you said you
can't change it without recompiling Hammer and the engine? How would I go
about doing that?

Thanks for the help Mark.


On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote:

> Basically the number is current and max (26791>24576) and your model
> detail
> is to high and will crash the engine. I don't think you can change it
> without recompiling hammer and the engine.
>
> Why you need that much detail?
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
> Sent: Thursday, January 31, 2008 4:52 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576)
> Tell
> a programmer to up VERTEX_BUFFER_SIZE."
>
> --
> [ Picked text/plain from multipart/alternative ]
>  Hello all. This is my first email to the mailing list and I'm writing
> because I'm really stuck and hope someone can help me out. When I place an
> entity and try to load my custom character it causes Hammer to crash and
> displays this error message:
>
>  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to
> up
> VERTEX_BUFFER_SIZE."
>
> I tried lowering the poly and vertex counts and finally got a model to
> load
> but is way below the level of detail I need. I tried several versions of
> the
> model with varying poly and vertex counts and noticed that the first
> number
> in the error message (26791 in this case) would change as the poly and
> vert
> counts change. Also, the high poly model will load fine in Face Poser.
>
> I've tried to research the problem online and haven't found anything too
> helpful. The Valve Wiki says I probably have a bug in my code or content,
> which doesn't really help me too much. I also got advice to optimize my
> map
> to reduce the vertices but I get the same error message when I try to load
> the model in a simple room.
>
>
> So, basically I guess I am asking if anyone knows how I can "up
> VERTEX_BUFFER_SIZE"? I don't really have much experience with coding and
> don't have access to a programmer so I'm hoping someone here can help me
> out. Thanks for taking the time to read this and any ideas or suggestions
> are greatly appreciated!
>
> Ben
> --
>
> ___
> 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
>
>
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[hlcoders] Re: [hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
The optimal amount of polys that I would like to have is around 11,000 but
to make it work in-game I need to drop it down to around 5,000 or so. I'm
still testing out the highest amount of polys I can have before I get that
error message.

On Jan 30, 2008 12:01 PM, Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> How many polys is your model?
>
> On Jan 30, 2008 11:51 AM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> >  Hello all. This is my first email to the mailing list and I'm writing
> > because I'm really stuck and hope someone can help me out. When I place
> an
> > entity and try to load my custom character it causes Hammer to crash and
> > displays this error message:
> >
> >  "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to
> > up
> > VERTEX_BUFFER_SIZE."
> >
> > I tried lowering the poly and vertex counts and finally got a model to
> > load
> > but is way below the level of detail I need. I tried several versions of
> > the
> > model with varying poly and vertex counts and noticed that the first
> > number
> > in the error message (26791 in this case) would change as the poly and
> > vert
> > counts change. Also, the high poly model will load fine in Face Poser.
> >
> > I've tried to research the problem online and haven't found anything too
> > helpful. The Valve Wiki says I probably have a bug in my code or
> content,
> > which doesn't really help me too much. I also got advice to optimize my
> > map
> > to reduce the vertices but I get the same error message when I try to
> load
> > the model in a simple room.
> >
> >
> > So, basically I guess I am asking if anyone knows how I can "up
> > VERTEX_BUFFER_SIZE"? I don't really have much experience with coding and
> > don't have access to a programmer so I'm hoping someone here can help me
> > out. Thanks for taking the time to read this and any ideas or
> suggestions
> > are greatly appreciated!
> >
> > Ben
> > --
> >
> > ___
> > 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
>
>
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[hlcoders] “Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
 Hello all. This is my first email to the mailing list and I'm writing
because I'm really stuck and hope someone can help me out. When I place an
entity and try to load my custom character it causes Hammer to crash and
displays this error message:

 "Too many verts for a dynamic buffer (26791>24576) Tell a programmer to up
VERTEX_BUFFER_SIZE."

I tried lowering the poly and vertex counts and finally got a model to load
but is way below the level of detail I need. I tried several versions of the
model with varying poly and vertex counts and noticed that the first number
in the error message (26791 in this case) would change as the poly and vert
counts change. Also, the high poly model will load fine in Face Poser.

I've tried to research the problem online and haven't found anything too
helpful. The Valve Wiki says I probably have a bug in my code or content,
which doesn't really help me too much. I also got advice to optimize my map
to reduce the vertices but I get the same error message when I try to load
the model in a simple room.


So, basically I guess I am asking if anyone knows how I can "up
VERTEX_BUFFER_SIZE"? I don't really have much experience with coding and
don't have access to a programmer so I'm hoping someone here can help me
out. Thanks for taking the time to read this and any ideas or suggestions
are greatly appreciated!

Ben
--

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