Re: [hlcoders] New post, same subject as before, pictures work...

2002-03-03 Thread Patrick Phillips

I remember toying around with using sprite textures a while back.
It's something like . . . if you don't get a sprite texture ptr but bind a
texture anyways, it'll use the first index or something.

From: Reedbeta [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] New post, same subject as before, pictures work...
Date: Sun, 3 Mar 2002 12:15:10 -0800 (PST)

It looks to me as if the sprite that is being drawn for the particles has
changed from whatever sprite you're using to one of HL's lens flare
sprites.
You can see this at the edge of the particle stream in particles2.jpg.
Perhaps
the sprite indices are getting b0rked somehow, causing your particle code
to
render the wrong sprite?

--- Cale Dunlap [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Anyone know why this would happen to triAPI particles?
  http://mazor.cekkent.net/particles1.jpg
  http://mazor.cekkent.net/particles2.jpg
 
  The only difference in the screenshots is the gib that I threw into
view. The
  second it comes into view, the particles lose their render colors and
  alpha's. When I walk out of the view of the gib, that stops happening,
and it
  goes back to looking like particles1.jpg . Any ideas?
 
  -Cale 'Mazor'
 
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Re: [hlcoders] Bone position

2002-02-15 Thread Patrick Phillips

Well, what I wonder about that is, is there a nice way to get that bone
position from the client to the server?


From: Cortex [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Bone position
Date: Fri, 15 Feb 2002 11:21:20 +0100

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Thx :)
Now, I've got a pure C++ problem :(
How can I access a CStudioModelRenderer function ?? There isn't
any object of this class... I wanted to make a function which returns
the actual position of a bone... Is there any way to get the position of
a bone from a global function I can call from other classes or must I
code a static function into CStudioModelRenderer 

Thx :)

   - Cortex : mapper  coder www.hlalbator.fr.st
   - Original Message -
   From: Ken Birdwell
   To: '[EMAIL PROTECTED]'
   Sent: Friday, February 15, 2002 12:35 AM
   Subject: RE: [hlcoders] Bone position


   Assuming you've already called StudioSetupBones(), the transformed,
blended,
   frame accurate position is in:
   m_plighttransform[iBone][0][3], m_plighttransform[iBone][1][3],
   m_plighttransform[iBone][2][3].

   -Original Message-
   From: Cortex [mailto:[EMAIL PROTECTED]]
   Sent: Thursday, February 14, 2002 12:04 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Bone position


   Taking inspiration of your LookupBone function, I've done one :

   void GetOrgBone ( void* pmodel, char *name, float* org )
   {
studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;

if (!pstudiohdr)
 return;

mstudiobone_t *pbones = (mstudiobone_t *)( (byte *)pstudiohdr +
   pstudiohdr-boneindex );

for (int i = 0; i  pstudiohdr-numbones; i++)
{
 if (stricmp(pbones[i].name, name) == 0)
 {
  org[0] = pbones[i].value[0]; // I have to add
pEnt-origin
   later
  org[1] = pbones[i].value[1];
  org[2] = pbones[i].value[2];
  return;
 }
}
return;
   }

   I think it'd work nice but... the origin of the bone I want ( Bip01 L
   Foot ) is always the same (its origin is perhaps coherent, x and y are
   equal to 0 :-(   ).
   So, how could I get the dynamic origin of a bone ?

   Thx :)

 - Cortex : mapper  coder www.hlalbator.fr.st

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RE: [hlcoders] what a bloody n00b

2001-12-26 Thread Patrick Phillips

I wonder if it'd be possible to report this kind of stuff to the po-lice.


From: Ken Birdwell [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: '[EMAIL PROTECTED]' [EMAIL PROTECTED]
Subject: RE: [hlcoders] what a bloody n00b
Date: Wed, 26 Dec 2001 17:39:54 -0800

http://pages.ebay.com/help/community/png-software.html
http://pages.ebay.com/help/community/png-software.html

http://pages.ebay.com/help/community/png-copyrighteditems.html
http://pages.ebay.com/help/community/png-copyrighteditems.html

ebay is very good about this sort of thing.







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Re: [hlcoders] LOD stuff

2001-12-03 Thread Patrick Phillips

heh, my store's pretty small, so they would NEVER do that.
What'd you do?
I do carts and hate it when I'm scheduled for cashiering cause people suck.


From: Ubermensch [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] LOD stuff
Date: Sun, 2 Dec 2001 17:52:03 -0600



  LOD?
  Like, Leader On Duty?
  If so, /me cries.
  Sorry, I work at Target.

I feel your pain.  I used to work at Target.  I quit when they told me that
the job was more important than my junior year of high school.

-Übermensch

 
  From: Persuter [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] LOD stuff
  Date: Sun, 2 Dec 2001 16:17:50 -0600
  
  Ha ha ha it is VERY sekrat Seriously, we're trying to develop it
  under wraps a bit, but basically it takes place in large urban areas
  with many cars and civilians about, so it's either LOD tech or pretty
  empty streets...
  
  Persuter
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' Lindgren
Sent: Sunday, December 02, 2001 4:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] LOD stuff
   
What type of mod are you going to make?
   
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, December 02, 2001 11:05 PM
Subject: [hlcoders] LOD stuff
   
   
 Hey Nusco, I know you released some files dealing with the 
Holywars
  LOD
 technology. Is that available for download anywhere? I seem to 
have
  lost
 my own copy of it, depressingly enough, and I now find myself
  working on
 a mod where I really need it.

 Thanks for any help.


 Persuter


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