Re: [hlcoders] RGB to Half-Life Player Model Color

2002-04-14 Thread Nicemice
Sure, hue is the first value of HSV, and I'am only using this one when setting the top and bottom color, but the color isn't right either. > topcolor and bottom color are a Hue, not an RGB or HSV. The color remapping > function maintains the existing Saturation and Value of the palette entrie

Re: [hlcoders] v_weaponmodels skin changing

2002-04-14 Thread Christopher Long
in other words since the player skin is changing the weapon one should as well... but there is something wrong with the weapon models qc file or something? Is that what your saying... if its not could please explain better i find the last bit hard to follow... do you mean if the players skin and m

Re: [hlcoders] RGB to Half-Life Player Model Color

2002-04-14 Thread botman
> Sure, hue is the first value of HSV, and I'am only using this one when > setting the top and bottom color, but the color isn't right either. Perhaps you aren't doing something right. Show some code. Jeffrey "botman" Broome ___ To unsubscribe, edit y

Re: [hlcoders] RGB to Half-Life Player Model Color

2002-04-14 Thread Nicemice
ok, here's my util function: void UTIL_RGBtoHSV(float r,float g,float b,float &h,float &s,float &v) { float flmin, flmax, fldelta; flmin = min( r, min (g, b )); flmax = max( r, max (g, b )); v = flmax; // v fldelta = flmax - flmin; if( flmax != 0 ) s = fldelta / flmax; // s else

[hlcoders] Virus Alert

2002-04-14 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] I still haven't gotten definitions on this thing but it has infected my system and it is hooking my address book. If any viruses get sent from my email address to you it is not intentional. Keep your eyes open this thing is a bugger. *reform

Re: [hlcoders] Virus Alert

2002-04-14 Thread Nathan Taylor
-- [ Picked text/plain from multipart/alternative ] I think I have identified the virus as W32.Mylife.I@mm. It is of medium risk on a short term basis, I have had it for a few days though and it is murdering my computer from the inside out. It hooks your address book and msn messenger list and

Re: [hlcoders] little app

2002-04-14 Thread Cortex
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thx for the tip (and thx to Botman too). I've tried your 2 solutions. The one which is the more appopriate in my case is the one from you, Commando (I like the EWX_POWEROFF flag :) ) ! The only trou

Re: [hlcoders] RGB to Half-Life Player Model Color

2002-04-14 Thread botman
> ok, here's my util function: > > void UTIL_RGBtoHSV(float r,float g,float b,float &h,float &s,float &v) > { > float flmin, flmax, fldelta; > flmin = min( r, min (g, b )); > flmax = max( r, max (g, b )); > > v = flmax; // v > fldelta = flmax - flmin; > if( flmax != 0 ) > s = fldelta

Re: [hlcoders] little app

2002-04-14 Thread botman
> I've tried your 2 solutions. The one which is the more appopriate in my case is > the one from you, Commando (I like the EWX_POWEROFF flag :) ) ! > > The only trouble I ran into is that I don't know what should hToken be... I took > a look at MSDN... Now, I declare it as PHANDLE, but it must be

[hlcoders] TriAPI weirdness

2002-04-14 Thread Sebastian Steinlechner
Hello, Now here's something I can't explain. I messed around a bit with those triangles and came across a weird bug. I'm displaying triangles using TRI_TRIANGLES_FAN and kRenderNormal in a second rendercycle. The triangles do not have a texture, they are colored simply by calling Color4f. Works f

Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Cortex
I don't know any solution, but the effect is pretty cool :) - Original Message - From: Sebastian Steinlechner To: [EMAIL PROTECTED] Sent: Sunday, April 14, 2002 5:17 PM Subject: [hlcoders] TriAPI weirdness Hello, Now here's something I can't explain. I messed around a bit with those tr

Re: [hlcoders] RGB to Half-Life Player Model Color

2002-04-14 Thread Nicemice
Arrr, no I'm passing RGB values from 0 to 255... thx for help, this should be the bug. /me goes color testing. > I assume you got the code from here... > > http://www.cs.rit.edu/~ncs/color/t_convert.html > > ...or somewhere similar. > > Are you passing in RGB values from 0 to 1? (i.e > > fl

Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Cortex
mm... Finally, I thought something... You could also use a completly white sprite as Texture for your Tri Api poly. - Cortex : mapper & coder www.hlalbator.fr.st - Original Message - From: Cortex To: [EMAIL PROTECTED] Sent: Sunday, April 14, 2002 5:24 PM Subject: Re: [hlcoders]

Re: [hlcoders] little app

2002-04-14 Thread Cortex
Thx a lot Botman :) It works great now :) I've taken the code from the adress you've given (and I've added a flag : EWX_POWEROFF) :) I should take a look more often at the MSDN site ! I've published the shutdown.exe file to : http://www.hlalbator.fr.st/shutdown.exe (perhaps it could interest some

RE: [hlcoders] little app

2002-04-14 Thread Kuja
you can just call rundll32.exe with the api call when you are done -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex Sent: Sunday, April 14, 2002 12:00 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little app Thx a lot Botman :) It works great n

Re: [hlcoders] little app

2002-04-14 Thread botman
> you can just call rundll32.exe with the api call when you are done I guess you mean something like this... http://www.techtv.com/callforhelp/answerstips/story/0,24330,2330147,00.html Jeffrey "botman" Broome ___ To unsubscribe, edit your list prefe

RE: [hlcoders] TriAPI weirdness

2002-04-14 Thread Georges Giroux
Hey there, I had another type of problem with the TriApi but the cause was the same: an untextured triangle. Try applying a texture to it like Cortex mentioned, it should solve the problem. Georges -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Sebasti

Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Tom
are you drawing it in the transparent triangles or the normal triangles call? try moving it from one to the other - Original Message - From: "Sebastian Steinlechner" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, April 14, 2002 4:17 PM Subject: [hlcoders] TriAPI weirdness > H

Re: [hlcoders] TriAPI weirdness

2002-04-14 Thread Sebastian Steinlechner
> are you drawing it in the transparent triangles or the normal triangles > call? > > try moving it from one to the other Normal triangles. Transparent triangles does not seem to be called in a second rendercycle... I don't know why, but perhaps that's why overview rendering is done from normal t

Re: [hlcoders] little app

2002-04-14 Thread Commando
Sorry, I cut and pasted that out of some code in my personal shared library, but missed one line. The declaration of hToken is; HANDLE hToken; Have fun. You can change the EWX_POWEROFF to various things if you just want to log off, shutdown or even reboot. I have had trouble with various

[hlcoders] Converting angles to screen pixels

2002-04-14 Thread Commando
Okay, here's a tough one and I don't really know how to approach it. I want to take an angle (a weapon's accuracy cone actually) and convert it to the number of pixels on screen from a player's viewpoint that angle would cover. I know I will need to take the current FOV and the current screen re

RE: [hlcoders] Converting angles to screen pixels

2002-04-14 Thread Persuter
I would suggest using a mathematical formula based on angle and possibly distance. For example, if you take an accuracy cone that is x units long, with angle y (from the center of the player's vision to the outside of the cone), the radius of the base of the cone is x * tan(y). (Simple trigonometr

Re: [hlcoders] Converting angles to screen pixels

2002-04-14 Thread Commando
Okay, I've been doing some research and I think I can piece together most of the equations. The only thing I need to know how the FOV is defined in the HL SDK. In OpenGL, the FOV can be set in a call to gluPerspective where the FOV passed in is the FOV in degrees in the y direction. In DirectX,

RE: [hlcoders] v_weaponmodels skin changing

2002-04-14 Thread Ken Birdwell
how to debug your problem: 1) Test your model in either the model viewer or as a cycler in a map where you've set its "skin" to be something other than 0 and you're sure that your textures are in fact changing 2) As a test, hack into your game dll and set the players skin to something other than