Re: [hlcoders] (semi OT) 3d panoramas
Here are some more virtual screens: http://www.vrway.com/vr_hl2/home_fullscreen.html But how did they paused the game without the PAUSE image to appear? Any help? Did they remove it later by editing the pictures? Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (semi OT) 3d panoramas
DAV wrote: Here are some more virtual screens: http://www.vrway.com/vr_hl2/home_fullscreen.html But how did they paused the game without the PAUSE image to appear? Any help? Did they remove it later by editing the pictures? I would suspect that someone added a small function that quickly takes the screenshots (rotating the camera angle before each shot). There's no need to pause the game if you have code that will rapidly take these shots. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (semi OT) 3d panoramas
to get rid of the pause image, try r_drawvgui 0 On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: DAV wrote: Here are some more virtual screens: http://www.vrway.com/vr_hl2/home_fullscreen.html But how did they paused the game without the PAUSE image to appear? Any help? Did they remove it later by editing the pictures? I would suspect that someone added a small function that quickly takes the screenshots (rotating the camera angle before each shot). There's no need to pause the game if you have code that will rapidly take these shots. -- Jeffrey botman Broome ___ 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
RE: [hlcoders] (semi OT) 3d panoramas
I'm not sure it's applicable to what you are doing, but you could also just set host_timescale to something really small if you need to be paused, but not really paused. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Friday, May 20, 2005 6:15 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] (semi OT) 3d panoramas to get rid of the pause image, try r_drawvgui 0 On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: DAV wrote: Here are some more virtual screens: http://www.vrway.com/vr_hl2/home_fullscreen.html But how did they paused the game without the PAUSE image to appear? Any help? Did they remove it later by editing the pictures? I would suspect that someone added a small function that quickly takes the screenshots (rotating the camera angle before each shot). There's no need to pause the game if you have code that will rapidly take these shots. -- Jeffrey botman Broome ___ 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
Re: [hlcoders] (semi OT) 3d panoramas
And If everything else fail, Garris Mod let you create any image you can dream of, with added fx. A hacky way to use ingame screenshots its to fake real architecture if the player view its far or static. Other than that, may be outdated. Jay Stelly wrote: I'm not sure it's applicable to what you are doing, but you could also just set host_timescale to something really small if you need to be paused, but not really paused. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Friday, May 20, 2005 6:15 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] (semi OT) 3d panoramas to get rid of the pause image, try r_drawvgui 0 On 5/20/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: DAV wrote: Here are some more virtual screens: http://www.vrway.com/vr_hl2/home_fullscreen.html But how did they paused the game without the PAUSE image to appear? Any help? Did they remove it later by editing the pictures? I would suspect that someone added a small function that quickly takes the screenshots (rotating the camera angle before each shot). There's no need to pause the game if you have code that will rapidly take these shots. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (semi OT) 3d panoramas
Why fake holograms when you can make REAL holograms with half-life? A real way to make 3d holograms its to save 1 s demo. Then load the demo with timespeed lowered to zero, and unsticky the player view to move around the map. got Matrix? Yet another interesting device its to put the camera looking at a player, then rotate the camera doing screenshots. Say.. 360 screenshots. Then join all the screenshots as a avi. Matrix alike effect :D I have a deja-vu :D Jay Stelly wrote: If you use the screenshot or jpeg command sequentially as below it just dumps the screen to disk, so everything is rendered through the normal path. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Tuesday, May 17, 2005 6:00 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] (semi OT) 3d panoramas Will the envmap, take your video settings into account, such as having everything up full bore? Also thanks Jay, i'll be doing this latter on Adam --- Jay Stelly [EMAIL PROTECTED] wrote: You could emulate the envmap command with setang screenshot (or jpeg) plus you need to force fov 90 for a 6 shot cubemap: fov 90 setang 0 0 0 screenshot setang 0 90 0 screenshot setang 0 180 0 screenshot setang 0 270 0 screenshot setang -90 0 0 screenshot setang 90 0 0 screenshot (this generates the cube faces in rt, bk, lf, ft, up, dn order equivalent to envmap) [...] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (semi OT) 3d panoramas
Thanks for the tip. Just some things to make it work currectly that I also need: - How do I pause the game without having the pause image to appear? - Is there anyway to hide the hud and weapons if you have them? Thanks, Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: Jay Stelly [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 17, 2005 11:58 PM Subject: RE: [hlcoders] (semi OT) 3d panoramas You could emulate the envmap command with setang screenshot (or jpeg) plus you need to force fov 90 for a 6 shot cubemap: fov 90 setang 0 0 0 screenshot setang 0 90 0 screenshot setang 0 180 0 screenshot setang 0 270 0 screenshot setang -90 0 0 screenshot setang 90 0 0 screenshot (this generates the cube faces in rt, bk, lf, ft, up, dn order equivalent to envmap) That will let you take envmaps at any resolution you can run the game. The envmap command is basically the same as this, but it's using the buildcubemap code which enforces some constraints (power of two output and such) for various reasons. Also, Chris Green made some high-res panoramas here at Valve while working on lost coast. Here's his explanation of how he did it: Bind a key to take a jpeg screenshot Bind keys of your choice to turn left and right and look up / down Set the field of view down a bit Pause the game. Pan from left to right in overlapping steps, taking a screenshot at each step. If you want a multi row panorama, when you get to the end of panning, look up a little and pan back. Use a panorama creation program to stitch the resultant screen shots. If you panned both horizontally and vertically, you will need to use software which supports multi-row panoramas. I used the program autostitch (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the images together. This program requires no manual stitching at all. You don't even have to tell it what order the shots are in. I was able to make very high resolution panoramas, over 10K pixels wide. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (semi OT) 3d panoramas
DAV wrote: - Is there anyway to hide the hud and weapons if you have them? There is a hidehud CVAR. Try setting it to 1. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (semi OT) 3d panoramas
Jeffrey botman Broome wrote: DAV wrote: - Is there anyway to hide the hud and weapons if you have them? There is a hidehud CVAR. Try setting it to 1. Doh! It would help if I read the code first. Try setting hidehud to 4. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (semi OT) 3d panoramas
I tried it and it looks cool! Too bad that the envmap doesnt get the water correctly also. As you sugested, maybe Valve cold add a command specially made for this... (bigger resolution, water, etc) Is a great way to promote a mod. Instead of a static picture a 3d panorama will look better and the size is small (~76Kb) Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: Andrew Foss [EMAIL PROTECTED] To: Half-life Coders List hlcoders@list.valvesoftware.com Sent: Monday, May 16, 2005 7:55 PM Subject: [hlcoders] (semi OT) 3d panoramas Okay, I found something neat that I think a few of us would be interested in. http://blog.johnsto.co.uk/?action=viewid=57 Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take the resulting output and run it through a program called GoCubic. then you get a 3d panorama of your map in quicktime VR format like so: http://www.johnsto.co.uk/panoramas my on topic part of this mail is: would it be possbile for Valve to either: A: increase the limits on mat_envmaptgasize or B: put in a function that takes highres envmaps? This could be a useful way to show off parts of maps. I think it'd make a wonderful teaser to be able to pan around a spoit in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of 'cool factor'.) ___ 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
RE: [hlcoders] (semi OT) 3d panoramas
You could emulate the envmap command with setang screenshot (or jpeg) plus you need to force fov 90 for a 6 shot cubemap: fov 90 setang 0 0 0 screenshot setang 0 90 0 screenshot setang 0 180 0 screenshot setang 0 270 0 screenshot setang -90 0 0 screenshot setang 90 0 0 screenshot (this generates the cube faces in rt, bk, lf, ft, up, dn order equivalent to envmap) That will let you take envmaps at any resolution you can run the game. The envmap command is basically the same as this, but it's using the buildcubemap code which enforces some constraints (power of two output and such) for various reasons. Also, Chris Green made some high-res panoramas here at Valve while working on lost coast. Here's his explanation of how he did it: Bind a key to take a jpeg screenshot Bind keys of your choice to turn left and right and look up / down Set the field of view down a bit Pause the game. Pan from left to right in overlapping steps, taking a screenshot at each step. If you want a multi row panorama, when you get to the end of panning, look up a little and pan back. Use a panorama creation program to stitch the resultant screen shots. If you panned both horizontally and vertically, you will need to use software which supports multi-row panoramas. I used the program autostitch (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the images together. This program requires no manual stitching at all. You don't even have to tell it what order the shots are in. I was able to make very high resolution panoramas, over 10K pixels wide. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DAV Sent: Tuesday, May 17, 2005 2:56 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] (semi OT) 3d panoramas I tried it and it looks cool! Too bad that the envmap doesnt get the water correctly also. As you sugested, maybe Valve cold add a command specially made for this... (bigger resolution, water, etc) Is a great way to promote a mod. Instead of a static picture a 3d panorama will look better and the size is small (~76Kb) Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: Andrew Foss [EMAIL PROTECTED] To: Half-life Coders List hlcoders@list.valvesoftware.com Sent: Monday, May 16, 2005 7:55 PM Subject: [hlcoders] (semi OT) 3d panoramas Okay, I found something neat that I think a few of us would be interested in. http://blog.johnsto.co.uk/?action=viewid=57 Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take the resulting output and run it through a program called GoCubic. then you get a 3d panorama of your map in quicktime VR format like so: http://www.johnsto.co.uk/panoramas my on topic part of this mail is: would it be possbile for Valve to either: A: increase the limits on mat_envmaptgasize or B: put in a function that takes highres envmaps? This could be a useful way to show off parts of maps. I think it'd make a wonderful teaser to be able to pan around a spoit in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of 'cool factor'.) ___ 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
RE: [hlcoders] (semi OT) 3d panoramas
Will the envmap, take your video settings into account, such as having everything up full bore? Also thanks Jay, i'll be doing this latter on Adam --- Jay Stelly [EMAIL PROTECTED] wrote: You could emulate the envmap command with setang screenshot (or jpeg) plus you need to force fov 90 for a 6 shot cubemap: fov 90 setang 0 0 0 screenshot setang 0 90 0 screenshot setang 0 180 0 screenshot setang 0 270 0 screenshot setang -90 0 0 screenshot setang 90 0 0 screenshot (this generates the cube faces in rt, bk, lf, ft, up, dn order equivalent to envmap) That will let you take envmaps at any resolution you can run the game. The envmap command is basically the same as this, but it's using the buildcubemap code which enforces some constraints (power of two output and such) for various reasons. Also, Chris Green made some high-res panoramas here at Valve while working on lost coast. Here's his explanation of how he did it: Bind a key to take a jpeg screenshot Bind keys of your choice to turn left and right and look up / down Set the field of view down a bit Pause the game. Pan from left to right in overlapping steps, taking a screenshot at each step. If you want a multi row panorama, when you get to the end of panning, look up a little and pan back. Use a panorama creation program to stitch the resultant screen shots. If you panned both horizontally and vertically, you will need to use software which supports multi-row panoramas. I used the program autostitch (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the images together. This program requires no manual stitching at all. You don't even have to tell it what order the shots are in. I was able to make very high resolution panoramas, over 10K pixels wide. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DAV Sent: Tuesday, May 17, 2005 2:56 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] (semi OT) 3d panoramas I tried it and it looks cool! Too bad that the envmap doesnt get the water correctly also. As you sugested, maybe Valve cold add a command specially made for this... (bigger resolution, water, etc) Is a great way to promote a mod. Instead of a static picture a 3d panorama will look better and the size is small (~76Kb) Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: Andrew Foss [EMAIL PROTECTED] To: Half-life Coders List hlcoders@list.valvesoftware.com Sent: Monday, May 16, 2005 7:55 PM Subject: [hlcoders] (semi OT) 3d panoramas Okay, I found something neat that I think a few of us would be interested in. http://blog.johnsto.co.uk/?action=viewid=57 Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take the resulting output and run it through a program called GoCubic. then you get a 3d panorama of your map in quicktime VR format like so: http://www.johnsto.co.uk/panoramas my on topic part of this mail is: would it be possbile for Valve to either: A: increase the limits on mat_envmaptgasize or B: put in a function that takes highres envmaps? This could be a useful way to show off parts of maps. I think it'd make a wonderful teaser to be able to pan around a spoit in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of 'cool factor'.) ___ 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 http://ammahls.com __ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (semi OT) 3d panoramas
If you use the screenshot or jpeg command sequentially as below it just dumps the screen to disk, so everything is rendered through the normal path. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Tuesday, May 17, 2005 6:00 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] (semi OT) 3d panoramas Will the envmap, take your video settings into account, such as having everything up full bore? Also thanks Jay, i'll be doing this latter on Adam --- Jay Stelly [EMAIL PROTECTED] wrote: You could emulate the envmap command with setang screenshot (or jpeg) plus you need to force fov 90 for a 6 shot cubemap: fov 90 setang 0 0 0 screenshot setang 0 90 0 screenshot setang 0 180 0 screenshot setang 0 270 0 screenshot setang -90 0 0 screenshot setang 90 0 0 screenshot (this generates the cube faces in rt, bk, lf, ft, up, dn order equivalent to envmap) That will let you take envmaps at any resolution you can run the game. The envmap command is basically the same as this, but it's using the buildcubemap code which enforces some constraints (power of two output and such) for various reasons. Also, Chris Green made some high-res panoramas here at Valve while working on lost coast. Here's his explanation of how he did it: Bind a key to take a jpeg screenshot Bind keys of your choice to turn left and right and look up / down Set the field of view down a bit Pause the game. Pan from left to right in overlapping steps, taking a screenshot at each step. If you want a multi row panorama, when you get to the end of panning, look up a little and pan back. Use a panorama creation program to stitch the resultant screen shots. If you panned both horizontally and vertically, you will need to use software which supports multi-row panoramas. I used the program autostitch (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the images together. This program requires no manual stitching at all. You don't even have to tell it what order the shots are in. I was able to make very high resolution panoramas, over 10K pixels wide. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DAV Sent: Tuesday, May 17, 2005 2:56 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] (semi OT) 3d panoramas I tried it and it looks cool! Too bad that the envmap doesnt get the water correctly also. As you sugested, maybe Valve cold add a command specially made for this... (bigger resolution, water, etc) Is a great way to promote a mod. Instead of a static picture a 3d panorama will look better and the size is small (~76Kb) Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: Andrew Foss [EMAIL PROTECTED] To: Half-life Coders List hlcoders@list.valvesoftware.com Sent: Monday, May 16, 2005 7:55 PM Subject: [hlcoders] (semi OT) 3d panoramas Okay, I found something neat that I think a few of us would be interested in. http://blog.johnsto.co.uk/?action=viewid=57 Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take the resulting output and run it through a program called GoCubic. then you get a 3d panorama of your map in quicktime VR format like so: http://www.johnsto.co.uk/panoramas my on topic part of this mail is: would it be possbile for Valve to either: A: increase the limits on mat_envmaptgasize or B: put in a function that takes highres envmaps? This could be a useful way to show off parts of maps. I think it'd make a wonderful teaser to be able to pan around a spoit in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of 'cool factor'.) ___ 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 http://ammahls.com __ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http