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
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
> 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
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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
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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
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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
This is a multi-part message in MIME format.
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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
> 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
> 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
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
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
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
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]
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
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
> 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
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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
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
> 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
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
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
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
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,
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
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