Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti

Thank you all so much for your help; I managed to fix that Alpha
Transparency Problem - it kept getting lost in file conversion.

But again; thanks so much! :D



From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Date: Wed, 17 Jan 2007 15:48:05 -0500

--
[ Picked text/plain from multipart/alternative ]
did you get it okay? :)

On 1/17/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> It was faster for me to have you guys e-mail it to me than it would be
for
> me to look for it in the HL1 Source part of our tree. :)
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard
> Sent: Wednesday, January 17, 2007 11:11 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
>
> --
> [ Picked text/plain from multipart/alternative ] You don't have access
to
> that stuff at Valve :o?
>
> /ProZak
>
> On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> > E-mail it to me as well. I'll add it to Source SDK base so that
> > distribution of this won't be a problem for you going forward.
> >
> > -Mike
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> > Sent: Wednesday, January 17, 2007 9:55 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >
> > That would be really helpfull Omega; I don't think Valve would care
> > about licencing when it comes to a file of a few bytes like this one.
> >
> > Send it as an attatchment diectly to my email or something?
> >
> > Thanks! :D
> >
> >
> > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> > >Reply-To: hlcoders@list.valvesoftware.com
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> > >Date: Wed, 17 Jan 2007 12:35:39 -0500
> > >
> > >--
> > >[ Picked text/plain from multipart/alternative ] it appears as though
> > >it's only inside half-life source.gcf.
> > >
> > >i guess because nothing besides hl1source  uses it ;)
> > >
> > >hrm, if it's okay to upload it, i can extract it. i dunno how the
> > >licensing works for hl2 now.
> > >
> > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Okay I copied particle_sphere can called it "particledefault" and
> > > > the blood now shows up in game as white/light-aqua spheres.
> > > >
> > > > If anyone has the original "particledefault" file or has anyidea
> > > > what it is meant to look like can they upload/tell me?
> > > >
> > > > Thanks!
> > > >
> > > >
> > >--
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list
> > >archives, please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> > _
> > FREE pop-up blocking with the new MSN Toolbar - get it now!
> > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/
> >
> >
> > ___
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> > 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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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
did you get it okay? :)

On 1/17/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> It was faster for me to have you guys e-mail it to me than it would be for
> me to look for it in the HL1 Source part of our tree. :)
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard
> Sent: Wednesday, January 17, 2007 11:11 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
>
> --
> [ Picked text/plain from multipart/alternative ] You don't have access to
> that stuff at Valve :o?
>
> /ProZak
>
> On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> > E-mail it to me as well. I'll add it to Source SDK base so that
> > distribution of this won't be a problem for you going forward.
> >
> > -Mike
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> > Sent: Wednesday, January 17, 2007 9:55 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >
> > That would be really helpfull Omega; I don't think Valve would care
> > about licencing when it comes to a file of a few bytes like this one.
> >
> > Send it as an attatchment diectly to my email or something?
> >
> > Thanks! :D
> >
> >
> > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> > >Reply-To: hlcoders@list.valvesoftware.com
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> > >Date: Wed, 17 Jan 2007 12:35:39 -0500
> > >
> > >--
> > >[ Picked text/plain from multipart/alternative ] it appears as though
> > >it's only inside half-life source.gcf.
> > >
> > >i guess because nothing besides hl1source  uses it ;)
> > >
> > >hrm, if it's okay to upload it, i can extract it. i dunno how the
> > >licensing works for hl2 now.
> > >
> > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Okay I copied particle_sphere can called it "particledefault" and
> > > > the blood now shows up in game as white/light-aqua spheres.
> > > >
> > > > If anyone has the original "particledefault" file or has anyidea
> > > > what it is meant to look like can they upload/tell me?
> > > >
> > > > Thanks!
> > > >
> > > >
> > >--
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list
> > >archives, please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> > _
> > FREE pop-up blocking with the new MSN Toolbar - get it now!
> > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/
> >
> >
> > ___
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> > 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] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mike Durand
It was faster for me to have you guys e-mail it to me than it would be for me 
to look for it in the HL1 Source part of our tree. :)

-Mike

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias 
Kammersgaard
Sent: Wednesday, January 17, 2007 11:11 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

--
[ Picked text/plain from multipart/alternative ] You don't have access to that 
stuff at Valve :o?

/ProZak

On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> E-mail it to me as well. I'll add it to Source SDK base so that
> distribution of this won't be a problem for you going forward.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> Sent: Wednesday, January 17, 2007 9:55 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
>
> That would be really helpfull Omega; I don't think Valve would care
> about licencing when it comes to a file of a few bytes like this one.
>
> Send it as an attatchment diectly to my email or something?
>
> Thanks! :D
>
>
> >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >Date: Wed, 17 Jan 2007 12:35:39 -0500
> >
> >--
> >[ Picked text/plain from multipart/alternative ] it appears as though
> >it's only inside half-life source.gcf.
> >
> >i guess because nothing besides hl1source  uses it ;)
> >
> >hrm, if it's okay to upload it, i can extract it. i dunno how the
> >licensing works for hl2 now.
> >
> >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> > >
> > > Okay I copied particle_sphere can called it "particledefault" and
> > > the blood now shows up in game as white/light-aqua spheres.
> > >
> > > If anyone has the original "particledefault" file or has anyidea
> > > what it is meant to look like can they upload/tell me?
> > >
> > > Thanks!
> > >
> > >
> >--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list
> >archives, please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> _
> FREE pop-up blocking with the new MSN Toolbar - get it now!
> http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/
>
>
> ___
> 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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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
check the vmt for $translucent, and make sure teh image has an alpha channel

On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
>
> Strange; everytime I compile a new Particle using VTFEdit the black around
> the Particle is visible in game. Even if I rename a blood VTF from
> "Effects/".
>
> Any ideas?
>
>
> >From: "Ben Everett" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: 
> >Subject: RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >Date: Wed, 17 Jan 2007 13:40:21 -0600
> >
> >Of course not, they are locked in glass boxes (with breathing holes) w/ a
> >OC-3 piped directly into their brain. They are in glass boxes so the
> >management and artists can poke 'em w/ sticks :D
> >
> >-Original Message-
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
> >Kammersgaard
> >Sent: Wednesday, January 17, 2007 1:11 PM
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >You don't have access to that stuff at Valve :o?
> >
> >/ProZak
> >
> >On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> > >
> > > E-mail it to me as well. I'll add it to Source SDK base so that
> > > distribution of this won't be a problem for you going forward.
> > >
> > > -Mike
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:
> > > [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> > > Sent: Wednesday, January 17, 2007 9:55 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> > >
> > > That would be really helpfull Omega; I don't think Valve would care
> >about
> > > licencing when it comes to a file of a few bytes like this one.
> > >
> > > Send it as an attatchment diectly to my email or something?
> > >
> > > Thanks! :D
> > >
> > >
> > > >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> > > >Reply-To: hlcoders@list.valvesoftware.com
> > > >To: hlcoders@list.valvesoftware.com
> > > >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> > > >Date: Wed, 17 Jan 2007 12:35:39 -0500
> > > >
> > > >--
> > > >[ Picked text/plain from multipart/alternative ] it appears as though
> > > >it's only inside half-life source.gcf.
> > > >
> > > >i guess because nothing besides hl1source  uses it ;)
> > > >
> > > >hrm, if it's okay to upload it, i can extract it. i dunno how the
> > > >licensing works for hl2 now.
> > > >
> > > >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > Okay I copied particle_sphere can called it "particledefault" and
> > > > > the blood now shows up in game as white/light-aqua spheres.
> > > > >
> > > > > If anyone has the original "particledefault" file or has anyidea
> > > > > what it is meant to look like can they upload/tell me?
> > > > >
> > > > > Thanks!
> > > > >
> > > > >
> > > >--
> > > >
> > > >___
> > > >To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >please visit:
> > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > >
> > > _
> > > FREE pop-up blocking with the new MSN Toolbar - get it now!
> > > http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/
> > >
> > >
> > > ___
> > > 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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> >
>
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RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti

Strange; everytime I compile a new Particle using VTFEdit the black around
the Particle is visible in game. Even if I rename a blood VTF from
"Effects/".

Any ideas?



From: "Ben Everett" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: 
Subject: RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Date: Wed, 17 Jan 2007 13:40:21 -0600

Of course not, they are locked in glass boxes (with breathing holes) w/ a
OC-3 piped directly into their brain. They are in glass boxes so the
management and artists can poke 'em w/ sticks :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Wednesday, January 17, 2007 1:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

--
[ Picked text/plain from multipart/alternative ]
You don't have access to that stuff at Valve :o?

/ProZak

On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> E-mail it to me as well. I'll add it to Source SDK base so that
> distribution of this won't be a problem for you going forward.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> Sent: Wednesday, January 17, 2007 9:55 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
>
> That would be really helpfull Omega; I don't think Valve would care
about
> licencing when it comes to a file of a few bytes like this one.
>
> Send it as an attatchment diectly to my email or something?
>
> Thanks! :D
>
>
> >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >Date: Wed, 17 Jan 2007 12:35:39 -0500
> >
> >--
> >[ Picked text/plain from multipart/alternative ] it appears as though
> >it's only inside half-life source.gcf.
> >
> >i guess because nothing besides hl1source  uses it ;)
> >
> >hrm, if it's okay to upload it, i can extract it. i dunno how the
> >licensing works for hl2 now.
> >
> >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> > >
> > > Okay I copied particle_sphere can called it "particledefault" and
> > > the blood now shows up in game as white/light-aqua spheres.
> > >
> > > If anyone has the original "particledefault" file or has anyidea
> > > what it is meant to look like can they upload/tell me?
> > >
> > > Thanks!
> > >
> > >
> >--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> _
> FREE pop-up blocking with the new MSN Toolbar - get it now!
> http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Minh

You know for a second here, I thought I was in the hl2world.com forums..
:)

- Original Message -
From: "Nate Nichols" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, January 17, 2007 9:53 AM
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)


Jay,

A wise man once said "If you have nothing nice to say, dont say
anything at all."  That wise person was you, on October 2, 2006, and
it remains good advice.

Best,
Nate

On 17/01/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
it appears as though it's only inside half-life source.gcf.

i guess because nothing besides hl1source  uses it ;)

hrm, if it's okay to upload it, i can extract it. i dunno how the
licensing
works for hl2 now.

On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
>
> Okay I copied particle_sphere can called it "particledefault" and the
> blood
> now shows up in game as white/light-aqua spheres.
>
> If anyone has the original "particledefault" file or has anyidea what it
> is
> meant to look like can they upload/tell me?
>
> Thanks!
>
>
--

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RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Ben Everett
Of course not, they are locked in glass boxes (with breathing holes) w/ a
OC-3 piped directly into their brain. They are in glass boxes so the
management and artists can poke 'em w/ sticks :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Wednesday, January 17, 2007 1:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

--
[ Picked text/plain from multipart/alternative ]
You don't have access to that stuff at Valve :o?

/ProZak

On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> E-mail it to me as well. I'll add it to Source SDK base so that
> distribution of this won't be a problem for you going forward.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> Sent: Wednesday, January 17, 2007 9:55 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
>
> That would be really helpfull Omega; I don't think Valve would care about
> licencing when it comes to a file of a few bytes like this one.
>
> Send it as an attatchment diectly to my email or something?
>
> Thanks! :D
>
>
> >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >Date: Wed, 17 Jan 2007 12:35:39 -0500
> >
> >--
> >[ Picked text/plain from multipart/alternative ] it appears as though
> >it's only inside half-life source.gcf.
> >
> >i guess because nothing besides hl1source  uses it ;)
> >
> >hrm, if it's okay to upload it, i can extract it. i dunno how the
> >licensing works for hl2 now.
> >
> >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> > >
> > > Okay I copied particle_sphere can called it "particledefault" and
> > > the blood now shows up in game as white/light-aqua spheres.
> > >
> > > If anyone has the original "particledefault" file or has anyidea
> > > what it is meant to look like can they upload/tell me?
> > >
> > > Thanks!
> > >
> > >
> >--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> _
> FREE pop-up blocking with the new MSN Toolbar - get it now!
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>
>
> ___
> 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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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
You don't have access to that stuff at Valve :o?

/ProZak

On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> E-mail it to me as well. I'll add it to Source SDK base so that
> distribution of this won't be a problem for you going forward.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> Sent: Wednesday, January 17, 2007 9:55 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
>
> That would be really helpfull Omega; I don't think Valve would care about
> licencing when it comes to a file of a few bytes like this one.
>
> Send it as an attatchment diectly to my email or something?
>
> Thanks! :D
>
>
> >From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
> >Date: Wed, 17 Jan 2007 12:35:39 -0500
> >
> >--
> >[ Picked text/plain from multipart/alternative ] it appears as though
> >it's only inside half-life source.gcf.
> >
> >i guess because nothing besides hl1source  uses it ;)
> >
> >hrm, if it's okay to upload it, i can extract it. i dunno how the
> >licensing works for hl2 now.
> >
> >On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> > >
> > > Okay I copied particle_sphere can called it "particledefault" and
> > > the blood now shows up in game as white/light-aqua spheres.
> > >
> > > If anyone has the original "particledefault" file or has anyidea
> > > what it is meant to look like can they upload/tell me?
> > >
> > > Thanks!
> > >
> > >
> >--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> _
> FREE pop-up blocking with the new MSN Toolbar - get it now!
> http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/
>
>
> ___
> 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] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mike Durand
E-mail it to me as well. I'll add it to Source SDK base so that distribution of 
this won't be a problem for you going forward.

-Mike

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
Sent: Wednesday, January 17, 2007 9:55 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

That would be really helpfull Omega; I don't think Valve would care about 
licencing when it comes to a file of a few bytes like this one.

Send it as an attatchment diectly to my email or something?

Thanks! :D


>From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
>Reply-To: hlcoders@list.valvesoftware.com
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
>Date: Wed, 17 Jan 2007 12:35:39 -0500
>
>--
>[ Picked text/plain from multipart/alternative ] it appears as though
>it's only inside half-life source.gcf.
>
>i guess because nothing besides hl1source  uses it ;)
>
>hrm, if it's okay to upload it, i can extract it. i dunno how the
>licensing works for hl2 now.
>
>On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
> >
> > Okay I copied particle_sphere can called it "particledefault" and
> > the blood now shows up in game as white/light-aqua spheres.
> >
> > If anyone has the original "particledefault" file or has anyidea
> > what it is meant to look like can they upload/tell me?
> >
> > Thanks!
> >
> >
>--
>
>___
>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] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti

That would be really helpfull Omega; I don't think Valve would care about
licencing when it comes to a file of a few bytes like this one.

Send it as an attatchment diectly to my email or something?

Thanks! :D



From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Date: Wed, 17 Jan 2007 12:35:39 -0500

--
[ Picked text/plain from multipart/alternative ]
it appears as though it's only inside half-life source.gcf.

i guess because nothing besides hl1source  uses it ;)

hrm, if it's okay to upload it, i can extract it. i dunno how the licensing
works for hl2 now.

On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
>
> Okay I copied particle_sphere can called it "particledefault" and the
> blood
> now shows up in game as white/light-aqua spheres.
>
> If anyone has the original "particledefault" file or has anyidea what it
> is
> meant to look like can they upload/tell me?
>
> Thanks!
>
>
--

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please visit:
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Nate Nichols

Jay,

A wise man once said "If you have nothing nice to say, dont say
anything at all."  That wise person was you, on October 2, 2006, and
it remains good advice.

Best,
Nate

On 17/01/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
it appears as though it's only inside half-life source.gcf.

i guess because nothing besides hl1source  uses it ;)

hrm, if it's okay to upload it, i can extract it. i dunno how the licensing
works for hl2 now.

On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
>
> Okay I copied particle_sphere can called it "particledefault" and the
> blood
> now shows up in game as white/light-aqua spheres.
>
> If anyone has the original "particledefault" file or has anyidea what it
> is
> meant to look like can they upload/tell me?
>
> Thanks!
>
>
--

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visit:
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
it appears as though it's only inside half-life source.gcf.

i guess because nothing besides hl1source  uses it ;)

hrm, if it's okay to upload it, i can extract it. i dunno how the licensing
works for hl2 now.

On 1/17/07, Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
>
> Okay I copied particle_sphere can called it "particledefault" and the
> blood
> now shows up in game as white/light-aqua spheres.
>
> If anyone has the original "particledefault" file or has anyidea what it
> is
> meant to look like can they upload/tell me?
>
> Thanks!
>
>
--

___
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visit:
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti

Okay I copied particle_sphere can called it "particledefault" and the blood
now shows up in game as white/light-aqua spheres.

If anyone has the original "particledefault" file or has anyidea what it is
meant to look like can they upload/tell me?

Thanks!



From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Date: Wed, 17 Jan 2007 12:17:56 -0500

--
[ Picked text/plain from multipart/alternative ]
ANYWAY. It's still most definitely a material issue.
I was looking at the wrong one, but if you look at c_te_particlesystem.cpp
you can see it still needs one.
so if you're getting the no-texture texture, then look at this:


if(m_MaterialHandle == INVALID_MATERIAL_HANDLE)
{
m_MaterialHandle =
m_ParticleEffect.FindOrAddMaterial("particle/particledefault");
}

verify that you have particle/particledefault.

when one of those particles is constructed, it sets the materialhandle to
INVALID_MATERIAL_HANDLE. and then addparticle checks to change that to
particle/particledefault. if particle/particledefault isn't there, it'll
stay invalid.


On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> oops, my bad. i read spray every single time ;x
>
> and stop being so rude.
>
> On 1/17/07, Jay Croghan <[EMAIL PROTECTED] > wrote:
> >
> > How about looking at the correct function; namely UTIL_BloodStream;
> > and forget about the materials and functions pertaining to
> > UTIL_BloodSpray, hows that sound?
> >
> > - Jay
> >
> >
> > Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Also, if you look at FX_BloodSpray..
> > >
> > > here's a material!
> > > PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial(
> > > "effects/blood_drop" );
> > >
> > > and even further.. for FX_BLOODSPRAY_GORE
> > > hMaterial = ParticleMgr()->GetPMaterial(
> > "effects/blood_gore" );
> > >
> > > and then for FX_BLOODSPRAY_CLOUD..
> > >
> > > hMaterial = ParticleMgr()->GetPMaterial(
> > "effects/blood_puff" );
> > >
> > >
> > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >>
> > >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex
> > >> ("sprites/bloodspray.vmt"); // initial blood
> > >>
> > >> uhh yeah it does.
> > >>
> > >>
> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> > Thanks LDuke,
> > >> >
> > >> > First off "Tony omega Sergi"; it's called "not having a god damn
> > clue
> > >> > before answering".
> > >> > Secondly, if you had bothered your tiny mind to peek at the
> > function
> > >> > you would notice it doesn't reference anything to do with any
> > >> > materials. Try again.
> > >> >
> > >> > - Jay
> > >> >
> > >> >
> > >> > Quoting LDuke < [EMAIL PROTECTED]>:
> > >> >
> > >> > > --
> > >> > > [ Picked text/plain from multipart/alternative ]
> > >> > > Which material might that be?
> > >> > >
> > >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf
> > files,
> > >> > I'm
> > >> > > pretty sure there is no material that you're going to find in
the
> > gcf
> > >> > files.
> > >> > >
> > >> > >
> > >> > >
> > >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> > >> > >>
> > >> > >> --
> > >> > >> [ Picked text/plain from multipart/alternative ]
> > >> > >> it's called materials missing that you need to extract from
one
> > of
> > >> > the
> > >> > >> gcf's..
> > >> > >>
> > >> > >>
> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> > >> > >> >
> > >> > >> > This has been brought up before and no explanation has even
> > bee

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
ANYWAY. It's still most definitely a material issue.
I was looking at the wrong one, but if you look at c_te_particlesystem.cpp
you can see it still needs one.
so if you're getting the no-texture texture, then look at this:


if(m_MaterialHandle == INVALID_MATERIAL_HANDLE)
{
m_MaterialHandle =
m_ParticleEffect.FindOrAddMaterial("particle/particledefault");
}

verify that you have particle/particledefault.

when one of those particles is constructed, it sets the materialhandle to
INVALID_MATERIAL_HANDLE. and then addparticle checks to change that to
particle/particledefault. if particle/particledefault isn't there, it'll
stay invalid.


On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> oops, my bad. i read spray every single time ;x
>
> and stop being so rude.
>
> On 1/17/07, Jay Croghan <[EMAIL PROTECTED] > wrote:
> >
> > How about looking at the correct function; namely UTIL_BloodStream;
> > and forget about the materials and functions pertaining to
> > UTIL_BloodSpray, hows that sound?
> >
> > - Jay
> >
> >
> > Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Also, if you look at FX_BloodSpray..
> > >
> > > here's a material!
> > > PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial(
> > > "effects/blood_drop" );
> > >
> > > and even further.. for FX_BLOODSPRAY_GORE
> > > hMaterial = ParticleMgr()->GetPMaterial(
> > "effects/blood_gore" );
> > >
> > > and then for FX_BLOODSPRAY_CLOUD..
> > >
> > > hMaterial = ParticleMgr()->GetPMaterial(
> > "effects/blood_puff" );
> > >
> > >
> > > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >>
> > >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex
> > >> ("sprites/bloodspray.vmt"); // initial blood
> > >>
> > >> uhh yeah it does.
> > >>
> > >>
> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> > Thanks LDuke,
> > >> >
> > >> > First off "Tony omega Sergi"; it's called "not having a god damn
> > clue
> > >> > before answering".
> > >> > Secondly, if you had bothered your tiny mind to peek at the
> > function
> > >> > you would notice it doesn't reference anything to do with any
> > >> > materials. Try again.
> > >> >
> > >> > - Jay
> > >> >
> > >> >
> > >> > Quoting LDuke < [EMAIL PROTECTED]>:
> > >> >
> > >> > > --
> > >> > > [ Picked text/plain from multipart/alternative ]
> > >> > > Which material might that be?
> > >> > >
> > >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf
> > files,
> > >> > I'm
> > >> > > pretty sure there is no material that you're going to find in the
> > gcf
> > >> > files.
> > >> > >
> > >> > >
> > >> > >
> > >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> > >> > >>
> > >> > >> --
> > >> > >> [ Picked text/plain from multipart/alternative ]
> > >> > >> it's called materials missing that you need to extract from one
> > of
> > >> > the
> > >> > >> gcf's..
> > >> > >>
> > >> > >>
> > >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> > >> > >> >
> > >> > >> > This has been brought up before and no explanation has even
> > been
> > >> > >> offered.
> > >> > >> >
> > >> > >> > - Jay
> > >> > >> >
> > >> > >> >
> > >> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
> > >> > >> >
> > >> > >> > > For some reason when I call UTIL_BloodStream; everything
> > works
> > >> > fine
> > >> > >> but
> > >> > >> > the
> > >> > >> > > blood shows up as blocks of "unidentified" texture.
> > >> > >> > >
> > >> > >> > > Any one know why this might be happening or how I can fix
> > it?
> > >> > >> > >
> > >> > >> > > Thanks
> > >> > >> > >
> > >> > >> > >
> > _
> > >> >
> > >> > >> > > Express yourself instantly with MSN Messenger! Download
> > today
> > >> > it's
> > >> > >> FREE!
> > >> > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> >
> > >> > >> > >
> > >> > >> > >
> > >> > >> > > ___
> > >> > >> > > 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
> > >> > >>
> > >> 

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
oops, my bad. i read spray every single time ;x

and stop being so rude.

On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> How about looking at the correct function; namely UTIL_BloodStream;
> and forget about the materials and functions pertaining to
> UTIL_BloodSpray, hows that sound?
>
> - Jay
>
>
> Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Also, if you look at FX_BloodSpray..
> >
> > here's a material!
> > PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial(
> > "effects/blood_drop" );
> >
> > and even further.. for FX_BLOODSPRAY_GORE
> > hMaterial = ParticleMgr()->GetPMaterial(
> "effects/blood_gore" );
> >
> > and then for FX_BLOODSPRAY_CLOUD..
> >
> > hMaterial = ParticleMgr()->GetPMaterial(
> "effects/blood_puff" );
> >
> >
> > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> >>
> >> g_sModelIndexBloodSpray = modelinfo->GetModelIndex
> >> ("sprites/bloodspray.vmt"); // initial blood
> >>
> >> uhh yeah it does.
> >>
> >>
> >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >> >
> >> > Thanks LDuke,
> >> >
> >> > First off "Tony omega Sergi"; it's called "not having a god damn clue
> >> > before answering".
> >> > Secondly, if you had bothered your tiny mind to peek at the function
> >> > you would notice it doesn't reference anything to do with any
> >> > materials. Try again.
> >> >
> >> > - Jay
> >> >
> >> >
> >> > Quoting LDuke <[EMAIL PROTECTED]>:
> >> >
> >> > > --
> >> > > [ Picked text/plain from multipart/alternative ]
> >> > > Which material might that be?
> >> > >
> >> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf
> files,
> >> > I'm
> >> > > pretty sure there is no material that you're going to find in the
> gcf
> >> > files.
> >> > >
> >> > >
> >> > >
> >> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> >> > >>
> >> > >> --
> >> > >> [ Picked text/plain from multipart/alternative ]
> >> > >> it's called materials missing that you need to extract from one of
> >> > the
> >> > >> gcf's..
> >> > >>
> >> > >>
> >> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >> > >> >
> >> > >> > This has been brought up before and no explanation has even been
> >> > >> offered.
> >> > >> >
> >> > >> > - Jay
> >> > >> >
> >> > >> >
> >> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
> >> > >> >
> >> > >> > > For some reason when I call UTIL_BloodStream; everything works
> >> > fine
> >> > >> but
> >> > >> > the
> >> > >> > > blood shows up as blocks of "unidentified" texture.
> >> > >> > >
> >> > >> > > Any one know why this might be happening or how I can fix it?
> >> > >> > >
> >> > >> > > Thanks
> >> > >> > >
> >> > >> > >
> _
> >> >
> >> > >> > > Express yourself instantly with MSN Messenger! Download today
> >> > it's
> >> > >> FREE!
> >> > >> > >
> http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> >> > >> > >
> >> > >> > >
> >> > >> > > ___
> >> > >> > > 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
> >> > >>
> >> > >>
> >> > > --
> >> > >
> >> > > ___
> >> > > 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
> >>
> >
> >
> >
> > --
> > -omega
> > --
> >
> > ___
> > 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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-o

RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Spencer 'voogru' MacDonald
Can't we all just get along?

-Original Message-
From: Jay Croghan [mailto:[EMAIL PROTECTED]
Sent: Wednesday, January 17, 2007 12:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

How about looking at the correct function; namely UTIL_BloodStream;
and forget about the materials and functions pertaining to
UTIL_BloodSpray, hows that sound?

- Jay


Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>:

> --
> [ Picked text/plain from multipart/alternative ]
> Also, if you look at FX_BloodSpray..
>
> here's a material!
> PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial(
> "effects/blood_drop" );
>
> and even further.. for FX_BLOODSPRAY_GORE
> hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore"
);
>
> and then for FX_BLOODSPRAY_CLOUD..
>
> hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff"
);
>
>
> On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>>
>> g_sModelIndexBloodSpray = modelinfo->GetModelIndex
>> ("sprites/bloodspray.vmt"); // initial blood
>>
>> uhh yeah it does.
>>
>>
>> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>> >
>> > Thanks LDuke,
>> >
>> > First off "Tony omega Sergi"; it's called "not having a god damn clue
>> > before answering".
>> > Secondly, if you had bothered your tiny mind to peek at the function
>> > you would notice it doesn't reference anything to do with any
>> > materials. Try again.
>> >
>> > - Jay
>> >
>> >
>> > Quoting LDuke <[EMAIL PROTECTED]>:
>> >
>> > > --
>> > > [ Picked text/plain from multipart/alternative ]
>> > > Which material might that be?
>> > >
>> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf files,
>> > I'm
>> > > pretty sure there is no material that you're going to find in the gcf
>> > files.
>> > >
>> > >
>> > >
>> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
>> > >>
>> > >> --
>> > >> [ Picked text/plain from multipart/alternative ]
>> > >> it's called materials missing that you need to extract from one of
>> > the
>> > >> gcf's..
>> > >>
>> > >>
>> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>> > >> >
>> > >> > This has been brought up before and no explanation has even been
>> > >> offered.
>> > >> >
>> > >> > - Jay
>> > >> >
>> > >> >
>> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
>> > >> >
>> > >> > > For some reason when I call UTIL_BloodStream; everything works
>> > fine
>> > >> but
>> > >> > the
>> > >> > > blood shows up as blocks of "unidentified" texture.
>> > >> > >
>> > >> > > Any one know why this might be happening or how I can fix it?
>> > >> > >
>> > >> > > Thanks
>> > >> > >
>> > >> > >
_
>> >
>> > >> > > Express yourself instantly with MSN Messenger! Download today
>> > it's
>> > >> FREE!
>> > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
>> > >> > >
>> > >> > >
>> > >> > > ___
>> > >> > > 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
>> > >>
>> > >>
>> > > --
>> > >
>> > > ___
>> > > 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
>>
>
>
>
> --
> -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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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan

How about looking at the correct function; namely UTIL_BloodStream;
and forget about the materials and functions pertaining to
UTIL_BloodSpray, hows that sound?

- Jay


Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>:


--
[ Picked text/plain from multipart/alternative ]
Also, if you look at FX_BloodSpray..

here's a material!
PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial(
"effects/blood_drop" );

and even further.. for FX_BLOODSPRAY_GORE
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );

and then for FX_BLOODSPRAY_CLOUD..

hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );


On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:


g_sModelIndexBloodSpray = modelinfo->GetModelIndex
("sprites/bloodspray.vmt"); // initial blood

uhh yeah it does.


On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> Thanks LDuke,
>
> First off "Tony omega Sergi"; it's called "not having a god damn clue
> before answering".
> Secondly, if you had bothered your tiny mind to peek at the function
> you would notice it doesn't reference anything to do with any
> materials. Try again.
>
> - Jay
>
>
> Quoting LDuke <[EMAIL PROTECTED]>:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Which material might that be?
> >
> > Since this doesn't work on CSS which uses both CSS and HL2 gcf files,
> I'm
> > pretty sure there is no material that you're going to find in the gcf
> files.
> >
> >
> >
> > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> it's called materials missing that you need to extract from one of
> the
> >> gcf's..
> >>
> >>
> >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >> >
> >> > This has been brought up before and no explanation has even been
> >> offered.
> >> >
> >> > - Jay
> >> >
> >> >
> >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
> >> >
> >> > > For some reason when I call UTIL_BloodStream; everything works
> fine
> >> but
> >> > the
> >> > > blood shows up as blocks of "unidentified" texture.
> >> > >
> >> > > Any one know why this might be happening or how I can fix it?
> >> > >
> >> > > Thanks
> >> > >
> >> > > _
>
> >> > > Express yourself instantly with MSN Messenger! Download today
> it's
> >> FREE!
> >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> >> > >
> >> > >
> >> > > ___
> >> > > 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
> >>
> >>
> > --
> >
> > ___
> > 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





--
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
Also, if you look at FX_BloodSpray..

here's a material!
PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial(
"effects/blood_drop" );

and even further.. for FX_BLOODSPRAY_GORE
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_gore" );

and then for FX_BLOODSPRAY_CLOUD..

hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );


On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> g_sModelIndexBloodSpray = modelinfo->GetModelIndex
> ("sprites/bloodspray.vmt"); // initial blood
>
> uhh yeah it does.
>
>
> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >
> > Thanks LDuke,
> >
> > First off "Tony omega Sergi"; it's called "not having a god damn clue
> > before answering".
> > Secondly, if you had bothered your tiny mind to peek at the function
> > you would notice it doesn't reference anything to do with any
> > materials. Try again.
> >
> > - Jay
> >
> >
> > Quoting LDuke <[EMAIL PROTECTED]>:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Which material might that be?
> > >
> > > Since this doesn't work on CSS which uses both CSS and HL2 gcf files,
> > I'm
> > > pretty sure there is no material that you're going to find in the gcf
> > files.
> > >
> > >
> > >
> > > On 1/17/07, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> > >>
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> it's called materials missing that you need to extract from one of
> > the
> > >> gcf's..
> > >>
> > >>
> > >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> > This has been brought up before and no explanation has even been
> > >> offered.
> > >> >
> > >> > - Jay
> > >> >
> > >> >
> > >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
> > >> >
> > >> > > For some reason when I call UTIL_BloodStream; everything works
> > fine
> > >> but
> > >> > the
> > >> > > blood shows up as blocks of "unidentified" texture.
> > >> > >
> > >> > > Any one know why this might be happening or how I can fix it?
> > >> > >
> > >> > > Thanks
> > >> > >
> > >> > > _
> >
> > >> > > Express yourself instantly with MSN Messenger! Download today
> > it's
> > >> FREE!
> > >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> > >> > >
> > >> > >
> > >> > > ___
> > >> > > 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
> > >>
> > >>
> > > --
> > >
> > > ___
> > > 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
>



--
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
g_sModelIndexBloodSpray = modelinfo->GetModelIndex
("sprites/bloodspray.vmt"); // initial blood

uhh yeah it does.


On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> Thanks LDuke,
>
> First off "Tony omega Sergi"; it's called "not having a god damn clue
> before answering".
> Secondly, if you had bothered your tiny mind to peek at the function
> you would notice it doesn't reference anything to do with any
> materials. Try again.
>
> - Jay
>
>
> Quoting LDuke <[EMAIL PROTECTED]>:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Which material might that be?
> >
> > Since this doesn't work on CSS which uses both CSS and HL2 gcf files,
> I'm
> > pretty sure there is no material that you're going to find in the gcf
> files.
> >
> >
> >
> > On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> it's called materials missing that you need to extract from one of the
> >> gcf's..
> >>
> >>
> >> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >> >
> >> > This has been brought up before and no explanation has even been
> >> offered.
> >> >
> >> > - Jay
> >> >
> >> >
> >> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
> >> >
> >> > > For some reason when I call UTIL_BloodStream; everything works fine
> >> but
> >> > the
> >> > > blood shows up as blocks of "unidentified" texture.
> >> > >
> >> > > Any one know why this might be happening or how I can fix it?
> >> > >
> >> > > Thanks
> >> > >
> >> > > _
> >> > > Express yourself instantly with MSN Messenger! Download today it's
> >> FREE!
> >> > > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> >> > >
> >> > >
> >> > > ___
> >> > > 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
> >>
> >>
> > --
> >
> > ___
> > 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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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan

Thanks LDuke,

First off "Tony omega Sergi"; it's called "not having a god damn clue
before answering".
Secondly, if you had bothered your tiny mind to peek at the function
you would notice it doesn't reference anything to do with any
materials. Try again.

- Jay


Quoting LDuke <[EMAIL PROTECTED]>:


--
[ Picked text/plain from multipart/alternative ]
Which material might that be?

Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm
pretty sure there is no material that you're going to find in the gcf files.



On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
it's called materials missing that you need to extract from one of the
gcf's..


On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> This has been brought up before and no explanation has even been
offered.
>
> - Jay
>
>
> Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
>
> > For some reason when I call UTIL_BloodStream; everything works fine
but
> the
> > blood shows up as blocks of "unidentified" texture.
> >
> > Any one know why this might be happening or how I can fix it?
> >
> > Thanks
> >
> > _
> > Express yourself instantly with MSN Messenger! Download today it's
FREE!
> > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> >
> >
> > ___
> > 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
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Which material might that be?

Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm
pretty sure there is no material that you're going to find in the gcf files.



On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> it's called materials missing that you need to extract from one of the
> gcf's..
>
>
> On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >
> > This has been brought up before and no explanation has even been
> offered.
> >
> > - Jay
> >
> >
> > Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
> >
> > > For some reason when I call UTIL_BloodStream; everything works fine
> but
> > the
> > > blood shows up as blocks of "unidentified" texture.
> > >
> > > Any one know why this might be happening or how I can fix it?
> > >
> > > Thanks
> > >
> > > _
> > > Express yourself instantly with MSN Messenger! Download today it's
> FREE!
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> > >
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> >
> >
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> >
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>
>
> --
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
it's called materials missing that you need to extract from one of the
gcf's..


On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> This has been brought up before and no explanation has even been offered.
>
> - Jay
>
>
> Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
>
> > For some reason when I call UTIL_BloodStream; everything works fine but
> the
> > blood shows up as blocks of "unidentified" texture.
> >
> > Any one know why this might be happening or how I can fix it?
> >
> > Thanks
> >
> > _
> > Express yourself instantly with MSN Messenger! Download today it's FREE!
> > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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>
>
>
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Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan

This has been brought up before and no explanation has even been offered.

- Jay


Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:


For some reason when I call UTIL_BloodStream; everything works fine but the
blood shows up as blocks of "unidentified" texture.

Any one know why this might be happening or how I can fix it?

Thanks

_
Express yourself instantly with MSN Messenger! Download today it's FREE!
http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/


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