[hlcoders] RE: Studio MDL Not Working

2006-06-01 Thread Thomas TISSOT-DUPONT
Hello guys,

It seems that I found a way to fix that StudioMDL problem by copying the
HL2DM bin\ folder content into the SourceSDK bin\ folder.

So, try it and let us know if that fixes anything for you.

Regards

--Thomas

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de
[EMAIL PROTECTED]
Envoyé : jeudi 1 juin 2006 06:20
À : hlcoders@list.valvesoftware.com
Objet : hlcoders digest, Vol 1 #2522 - 11 msgs

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Today's Topics:

   1. RE: collision issue (Jay Stelly)
   2. Re: [Source] Thread-safety ? (Olef van de Stadt)
   3. studiomdl.exe not working? (I I)
   4. RE: studiomdl.exe not working? (Tony "omega" Sergi)
   5. RE: collision issue (Tony "omega" Sergi)
   6. Re: Homepage / Developer / Manual ([EMAIL PROTECTED])
   7. Re: Error at engine.dll!0x0AF2 ([EMAIL PROTECTED])
   8. Re: Homepage / Developer / Manual (Aaron Schiff)
   9. Re: Homepage / Developer / Manual ([EMAIL PROTECTED])
  10. Re: Error at engine.dll!0x0AF2 ([EMAIL PROTECTED])
  11. Re: [Source] Thread-safety ? ([EMAIL PROTECTED])

--__--__--

Message: 1
Subject: RE: [hlcoders] collision issue
Date: Wed, 31 May 2006 11:33:33 -0700
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Reply-To: hlcoders@list.valvesoftware.com

> Alright, I have a prop (model based) which has vphysics
> collision, it has it's own collisiongroup. I have another
> entity, a brush entity (like
> func_door) that moves, and again, has it's own collisiongroup.
>
> ShouldCollide has all the necessary checks and whatnot, but
> when debugging, I've found that shouldcollide is never being
> tested, yet the door collides with the prop, and gets
> stopped; however, it's blocked function doesn't even get called!

It's not clear from your message whether you are expecting the objects
to collide or not.  If not, then:
Which ShouldCollide()?  The one in src/dlls/physics.cpp:
CCollisionEvent::ShouldCollide() ?  That one should be getting called
constantly.  I would put a trap in that function right at the top.  Say
your two collision groups are group1 and group2:

int CCollisionEvent::ShouldCollide( IPhysicsObject *pObj0,
IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 )
{
CallbackContext check(this);

CBaseEntity *pEntity0 = static_cast(pGameData0);
CBaseEntity *pEntity1 = static_cast(pGameData1);

if ( !pEntity0 || !pEntity1 )
return 1;

if ( (pEntity0->GetCollisionGroup() == group1 &&
pEntity1->GetCollisionGroup() == group2) ||
(pEntity1->GetCollisionGroup() == group1 &&
pEntity0->GetCollisionGroup() == group2) )
{
Assert(0); // breaks here, now step through and see why
they are colliding.
}

Otherwise, Blocked() is not called in every instance.  It's only called
by the game physics.  So depending on how each object moves it may not
get called.  What are the movetypes of the two objects?  Are they in any
hierarchies? There's not enough information here for me to answer
further.

Jay




--__--__--

Message: 2
Date: Wed, 31 May 2006 22:10:28 +0200
From: Olef van de Stadt <[EMAIL PROTECTED]>
To:  hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] [Source] Thread-safety ?
Reply-To: hlcoders@list.valvesoftware.com

What changed in the Source engine since the 25th that a coredump occurs
on my plugin ?

Full trace:
#0  0x00e7a350 in ConCommandBase::FindCommand () from bin/vstdlib_i486.so
#1  0x02110491 in CCvar::FindVar () from bin/engine_i686.so
#2  0x021da8e1 in SV_ActivateServer () from bin/engine_i686.so
#3  0x021646cb in Host_NewGame () from bin/engine_i686.so
#4  0x0216d4f5 in CHostState::State_NewGame () from bin/engine_i686.so
#5  0x0216d949 in CHostState::FrameUpdate () from bin/engine_i686.so
#6  0x0216d9e7 in HostState_Frame () from bin/engine_i686.so
#7  0x021f9834 in CEngine::Frame () from bin/engine_i686.so
#8  0x021f74ce in CDedicatedServerAPI::RunFrame () from bin/engine_i686.so
#9  0x00146ffd in RunServer () from bin/dedicated_i686.so
#10 0x021f6eae in CModAppSystemGroup::Main () from bin/engine_i686.so
#11 0x022f9a73 in CAppSystemGroup::Run () from bin/engine_i686.so
#12 0x021f80bf in CDedicatedServerAPI::ModInit () from bin/engine_i686.so
#13 0x0014724a in CDedicatedAppSystemGroup::Main () from
bin/dedicated_i686.so
#14 0x00174d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#15 0x00174d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#16 0x0014760f in main () from bin/dedicated_i686.so
#17 0x

[hlcoders] [EMAIL PROTECTED]

2006-05-27 Thread Thomas TISSOT-DUPONT


Hello Jason

May you send me the BATCH script to fix the error with Studio MDL  please?
Thank you very much in advance!

Yours!

--Thomas

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Envoyé : samedi 27 mai 2006 15:26
À : hlcoders@list.valvesoftware.com
Objet : hlcoders digest, Vol 1 #2512 - 1 msg

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Today's Topics:

   1. RE: SDK Tools workaround (Jay C.)

--__--__--

Message: 1
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Subject: RE: [hlcoders] SDK Tools workaround
Date: Fri, 26 May 2006 18:07:42 +0100
Reply-To: hlcoders@list.valvesoftware.com

Yup those errors are fixed via the work around.
I wrote a batch script to do it if anyone wants it.
Thanks for the update, cant wait for the real method to work again =3DP

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Sebastian 'Darth.Hunter' Kreut=
z
> Sent: 26 May 2006 08:33
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Tools workaround
>
>
> Thank you very much for the hint, Jason. We'll try this in the meantime.
> As
> I haven't subscribed to this list before, I was posting a bugreport in th=
e
> map mailing list, so here's a question:
>
> Are those problems also affiliated to the current update or has anyone
> else
> experienced them?
>
> - buildcubemap function returns "unknown lump" errors and only returns th=
e
> default cubemap
> - studiomdl returns the following error on prop models: "ERROR: bad
> command
> }"
>
> Several of our team members have experienced those errors at the same tim=
e
> after the update, but I haven't seen them in this list's bug reports. So
> if
> anyone experienced the same, please confirm.
>
> Greetings,
>
> Darth.Hunter
> TNE mod leader - httpd://thenewera.invisiongamez.com
>
>
>
> -Urspr=FCngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Jason
> Deakins
> Gesendet: Freitag, 26. Mai 2006 04:15
> An: hlcoders@list.valvesoftware.com
> Betreff: [hlcoders] SDK Tools workaround
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] The recent engine update
> potentially broke mod development tools in Steam. If your mod is based on
> a
> game other than HL2 this update causes your mod to run on the new engine.
> Running the SDK Launcher causes binaries to be copied from the old versio=
n
> of the engine cache. If you are having problems running tools after the
> update, this page 
> has a workaround until we fix the problem with an SDK release.
>
> http://developer.valvesoftware.com/wiki/SDK_workaround
>
> -Jason
> --
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>





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End of hlcoders Digest

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[hlcoders] Re: Anybody done any work with NPC's in the HL2MPSDK?

2006-02-04 Thread Thomas TISSOT-DUPONT
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Hello

Well, read my tutorial at
http://developer.valvesoftware.com/wiki/Activating_AI_In_Coop_Games

Check the topic "
 3 Import skills data >

It tells how to fix it!



Good luck



-Thomas

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[hlcoders] How to apply a blur filter on a texture?

2005-10-06 Thread Thomas TISSOT-DUPONT
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Dear Adam,



I'm actually not experiencing the same problem as the Video's one.

I mean my blur filter doesn't seem to be  applied on my bloom effect.



See the difference between a blurred render of the same image:



Without Blur:  
http://dolphineye.ifrance.com/mybloom.jpg

With Blur: http://dolphineye.ifrance.com/mybloomtodo.jpg



Does anyone have an idea how to blur my textures on the screen?



Thank you very much!



--Thomas

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[hlcoders] How to apply a blur filter on a texture?

2005-10-05 Thread Thomas TISSOT-DUPONT
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Hello the list !



I'm currently working on a basic bloom effect.

To do this, I use the blurfiltery.vmt filter, but when use it the bloom
effect isn't visible whereas I notice a lower framerate.

So I have changed the blurfiltery.vmt text from



"BlurFilterY"

{

"$basetexture" "_rt_SmallFB1"

"$bloomamount" "1"

"%noToolTexture" 1

}



To



//THOMAS: SIMPLE UNLITGENERIC WITH A COLOR FILTER

unlitgeneric

{

//"$color" 0.15 0.15 0.15 => lower is lighter

"$basetexture" "_rt_FullFrameFB"

"%noToolTexture" 1

}



Though it seems to be almost working ( thanks to Valve for your shaders ! )

I cannot manage to apply a blur effect on the bloom effect, so I get a weird
rendering ( see the picture link:

http://dolphineye.ifrance.com/mybloom.jpg )



Does anyone know how to apply something similar to this or how to fix that
weird rendering? Just keep in mind I don't know anything in HLSL
programming, I've just borrowed from Valve's shaders used in Day of Defeat
Source.



I really apologize for my very bad English, anyway I hope somebody will help
me ;o)



Thank you very much!



--Thomas

--



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[hlcoders] Fading a weapon model out

2005-08-21 Thread Thomas TISSOT-DUPONT
Hello every body,

I've seen some things that allow models fading. The problem is I don't
manage to make a weapon fade out. My weapon's name is weapon_mach_m249para
And in the CWeaponM249para::CWeaponM249para( void ) function I've added
Something like

#ifdef CLIENT_DLL
m_nRenderFXBlend = 128;
#endif

In-game, this doesn't wor. Any idea? Thank you very much and apologies for
my bad English! Regards

--Thomas TISSOT-DUPONT



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[hlcoders] How do lighten/darken a material from the Source Code

2005-07-22 Thread Thomas TISSOT-DUPONT ( Dolphin's Eye )
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Hello the list !



I would like to know how I can lighten or darken a material of an entity
directly from the game's code.

One of my friends told me about the SetRenderColor() function, but it seems
this is not the one I'm looking for.



Otherwize, may I have to change the entity's material so as to bind to it a
darker material ( e.g: burning entity )

Any idea?



Thank you very much!



--Thomas

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Re: [hlcoders] Keeping track of information inside the game

2005-07-18 Thread Thomas TISSOT-DUPONT ( Dolphin's Eye )
Hello
Your idea is good I think. As you said, write some code that checks if a
certain objects has its data saved in a specific file. If not, do normal
spawn instead.
I think you'd do what you planed initially ;-)

Yours

--Thomas




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[hlcoders] How to animate the playermodel for any weapon?

2005-07-16 Thread Thomas TISSOT-DUPONT ( Dolphin's Eye )
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Hello guys,



I wonder how I can do animations on the weapons player-models ( e.g:
w_crowbar ).

I have had a look in basecombatweapon_shared.cpp but I cannot find how to
animate it.

Any idea? Thank you in advance



Thomas

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[hlcoders] RE: hlcoders digest, Vol 1 #2030 - 11 msgs

2005-07-12 Thread Thomas TISSOT-DUPONT ( Dolphin's Eye )
RE: Modifying run speed

Hello!
Have a look in HL2_Player.cpp or something

You will find Macro Definitions ( e.g: "#define ACBDEFH 250" ), you have to
modify the values there.

For example you can find #defineHL2_WALK_SPEED 150
at the line 70 or something.

I hope it will help. If you still experience any problem, e-mail me at
[EMAIL PROTECTED]

Regards

--Thomas TD


Message: 10
Date: Tue, 12 Jul 2005 15:23:21 -0500
From: Kamran <[EMAIL PROTECTED]>
To: HLCoders 
Subject: [hlcoders] Modifying run speed
Reply-To: hlcoders@list.valvesoftware.com

In HL2 singleplayer, how can you increase your walk/run (not sprint)
speed above 320? I DID go and look around the code, I even changed
sv_maxspeed in the code and console to a huge number like 2000 but it
still didn't work.

Where in the code can I change the speed you run at? Ultimately, my mod
MIGHT change it within the game so it'd be nice to find where it's
defined...



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[hlcoders] Problem with NPC's after leve transition

2005-07-12 Thread Thomas TISSOT-DUPONT ( Dolphin's Eye )
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Howdy !



I've managed to make level transitions work in MP Games.

Anyway, I've got a new problem: when I have NPC in one level, when I change
of level thanks to the trigger_changelevel, I used to get the message "A.I
Disabled".

Though I have fixed that message, AI still have a problem: the NPC goes to
the last position of the player, but when it reaches this position, it semms
to be "dormant". It only looks at the player, but it doesn't move, it
doesn't attack etc..



I have had a look at the function OnRestore()and I've tried to comment out
the line DiscardSheduleState(): it doesn't solve the problem.



Any idea to make it work?



Yours



--Thomas

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[hlcoders] How to force a certain entity to be drawn in Balck and White?

2005-07-08 Thread Thomas TISSOT-DUPONT ( Dolphin's Eye )
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Hello everybody,



As I'm not very good at shaders-programming, I have two questions :



QUESTION #1:

I'd like to make a black and white mod with some coloured stuff.

Though I have tried to force the game to be rendered in B&W thanks to the
mat_hsv 1 CVar, I'd like to be able to render some entities with colours -
because mat_hsv 1 renders everything in B&W onto the screen.

As I wouldn't like to remake all the game's textures in B&W, I'd like to
know how I can decide to render a certain entity in black and white.



QUESTION #2:

I heard of a very interesting feature that can allow us to render the game
with "soft" effects. I think this is the Bloom effect. As I told you I'm a
bad shader-programmer, so I'd like to know how I can render some stuff with
the bloom-effect. T seems that mat_bloom didn't work. What's wrong?



NOTE: My SDK version is about one or two months old and this is a modified
version of HL2DM.



Thank you very much! Regards.



--Thomas TISSOT-DUPONT

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[hlcoders] Disable Hitboxes in CS:S

2005-07-07 Thread Thomas TISSOT-DUPONT
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Hello George

I think  you'd just decompile CS Source's player models and in the .QC file,
remove the text of every hit box, and just keep the head hit box. It should
work fine.

Yours!



--Thomas

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[hlcoders] NPC Modeling problem

2005-06-28 Thread Thomas Tissot-Dupont
 0
$sequence flinch1OutFrame "flinch1OutFrame" fps 30.00
$sequence flinch1outDelta "flinch1outDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch1 "flinch1" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2inDelta "flinch2inDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2inFrame "flinch2inFrame" fps 30.00
$sequence flinch2CoreDelta "flinch2CoreDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2OutFrame "flinch2OutFrame" fps 30.00
$sequence flinch2outDelta "flinch2outDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2 "flinch2" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3inDelta "flinch3inDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3inFrame "flinch3inFrame" fps 30.00
$sequence flinch3CoreDelta "flinch3CoreDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3OutFrame "flinch3OutFrame" fps 30.00
$sequence flinch3outDelta "flinch3outDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3 "flinch3" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence Tantrum "Tantrum" loop ACT_ZOMBIE_TANTRUM 1 fps 30.00
$sequence WallPound "WallPound" loop ACT_ZOMBIE_WALLPOUND 1 fps 30.00 {
  { event AE_ZOMBIE_POUND 14 }
  { event AE_ZOMBIE_POUND 35 }
}

$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.640 0.769 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.607 0.795 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.545 -0.838 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.518 -0.855 -0.000
$collisionjoints "zombie_reference.smd" {

$mass 100.0
$inertia 10.00
$damping 0.10
$rotdamping 3.00
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

$jointconstrain "valvebiped.bip01_spine2" x limit -44.00 44.00 0.20
$jointconstrain "valvebiped.bip01_spine2" y limit -39.00 39.00 0.20
$jointconstrain "valvebiped.bip01_spine2" z limit -32.00 50.00 0.20

$jointconstrain "valvebiped.bip01_r_clavicle" x limit -30.00 30.00
0.20
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -46.00 46.00
0.20
$jointconstrain "valvebiped.bip01_r_clavicle" z limit -26.00 48.00
0.20

$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00
0.20
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00
0.20
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 28.00
0.20

$jointconstrain "valvebiped.bip01_l_clavicle" x limit -30.00 30.00
0.20
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -46.00 46.00
0.20
$jointconstrain "valvebiped.bip01_l_clavicle" z limit -26.00 48.00
0.20

$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00
0.20
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00
0.20
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00
0.20

$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00
0.20

$jointconstrain "valvebiped.bip01_l_hand" x limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" z limit -55.00 55.00 0.20

$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00
0.20

$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20

$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20

$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20
$jointconstrain "v

[hlcoders] Level Transition Player Positions #1994

2005-06-28 Thread Thomas Tissot-Dupont
Level Transition Player Positions: Guys I managed t make them work. I
created a Vector and a QAngle which was supposed to be the player's old pos
& angle. Then I jumped the player to this old position & forced their angle
to be the same as their old angle.
Now I have to fix a little problem with the players' health.

PS: does anyone know where I could post a simple tutorial to help people to
get Level Transitions working in MP games. I'm okay to help anybody as most
of you helped me with this.

-Message d'origine-
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Envoyé : mardi 28 juin 2005 01:44
À : hlcoders@list.valvesoftware.com
Objet : hlcoders digest, Vol 1 #1994 - 12 msgs

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Today's Topics:

   1. material proxies, how do they work from a coders point of view? (Ian
Warwick)
   2. RE: Source .PHY files. Anyone knows? Valve please help! (Jay Stelly)
   3. PostMessage() Bug ([EMAIL PROTECTED])
   4. RE: PostMessage() Bug (Alfred Reynolds)
   5. Re: PostMessage() Bug (Jeffrey "botman" Broome)
   6. RE: PostMessage() Bug ([EMAIL PROTECTED])
   7. RE: PostMessage() Bug (Alfred Reynolds)
   8. HLCoders (Erik Johnson)
   9. Level Transition Player Positions @ Handy Vandal's Almanac (Karl
Jones)
  10. Re: HLCoders (Ben Davison)
  11. Re: HLCoders (Ben Davison)
  12. RE: HLCoders (Erik Johnson)

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Message: 1
Date: Mon, 27 Jun 2005 14:31:53 +0100
From: "Ian Warwick" <[EMAIL PROTECTED]>
To: 
Subject: [hlcoders] material proxies, how do they work from a coders point
of view?
Reply-To: hlcoders@list.valvesoftware.com

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Well they seem cool judging by the valve docs for them, but how do I
utilise them in code?

The docs show how to write new ones, but not how to actually use them in
code.

is it just a matter of looking up IMaterialVar's and settings values on
them?

To be honest, I am not quite sure how to formulate my question but I was
wondering if this was the way
to go to set a material to a particular frame on an animated material :)

Anyone who can explain or show me some example code of material proxies
in use, it would be much appreciated.

I can't seem to find any examples other than the implementation.

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
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Message: 2
Subject: RE: [hlcoders] Source .PHY files. Anyone knows? Valve please help!
Date: Mon, 27 Jun 2005 10:23:40 -0700
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: 
Reply-To: hlcoders@list.valvesoftware.com


The "break" sections are in the qc files.  Here's the one for the table
you pasted below:

$collisiontext {
"break"
{
"model" "gibs\furniture_gibs\FurnitureTable003a_gib01"
"health" "10"
"fadetime" "10"
}
"break"
{
"model" "gibs\furniture_gibs\FurnitureTable003a_gib03"
"health" "10"
"fadetime" "10"
}
"break"
{
"model" "gibs\furniture_gibs\FurnitureTable003a_gib04"
"health" "10"
"fadetime" "10"
}
"break"
{
"model" "gibs\furniture_gibs\FurnitureT

[hlcoders] VALVE: NPC Zombie Classic

2005-06-26 Thread Thomas Tissot-Dupont
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Hello everybody and Valve,



I have tried to compile my own Zombie Classic model with Studio MDL. I have
made the SMD file with Milkshape 3d.

The model itself seems to be properly compiled, but in-game, my zombie model
cannot move, though it can attack me when I approach it.



Why doesn't it move to me? Is there something missing in my model? Is this
some physic information?

Is there a way that Valve could release the Zombie Classic NPC model in the
SDK to let people see how those models are made?



Otherwise, could anyone help me to compile it properly or tell me how I can
change the NPC's code to make it move an other way than with VPhysics?



Thank you very much



--Thomas TD



PS: I found a way to make Level Transitions work in MP games. I'd like to
thank everybody who helped me.

--



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