Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Kamran
I would also like to know how to set this, however I doubt I will use it... but I've wondered about this too. Tim Holt wrote: Back to the original quote from the SDK FAQ... Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/1

Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
Back to the original quote from the SDK FAQ... > Mods can choose their own unit scale for the world. For example, 1 unit > could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will be > adjusted accordingly, but collisions are only guaranteed to be accurate to > 1/32nd of a unit. P

Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Jeffrey \"botman\" Broome
Tim Holt wrote: Which leaves the part about setting the unit scale. Any pointers from anyone about where this is set? Scale is arbitrary. YOU decide what you want 1 unit to mean (centimeters, inches, feet, miles, etc.). -- Jeffrey "botman" Broome __

[hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
According to some SDK FAQs... > The maximum map size is currently set at +/-16384 units (16x the > horizontal area of Half-Life 1, 64x overall volume). > > Mods can choose their own unit scale for the world. For example, 1 unit > could be made to be equal to 1 foot, or to 1/10 of an inch. Physics

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

2005-07-22 Thread Robin Walker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Zombies scorch themselves black as they take fire damage. Look for calls to the Scorch() function in their code. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

RE: [hlcoders] Dynamically Scaling Entities (properly, not just tweaking the rendering)

2005-07-22 Thread Tony \"omega\" Sergi
http://articles.thewavelength.net/232/ after writing that (second) version of the tutorial, I'd discovered a lot of other issues that still arise. Rescaling hl1 is really buggy because a lot of things internally in the engine conflict from what I can tell. Just from printing values off and from so

RE: [hlcoders] Material Proxy for Post-Process Shader (UPDATE) Anyone? Valve?

2005-07-22 Thread hlcoders
This one must be a toughy. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, July 21, 2005 4:39 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Material Proxy for Post-Process Shader (UPDATE) Here is an

[hlcoders] Dynamically Scaling Entities (properly, not just tweaking the rendering)

2005-07-22 Thread Alex Thomson
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How much of a no-no is this? The graphical effect is easy enough, but to actually dynamically scale the dimensions of the model...? Would the physics and collision systems be able to handle this ? The

[hlcoders] masking a texture

2005-07-22 Thread Ian Warwick
I am adapting the overview map so it's not square but a shape of my choice, so a mask would be ideal. Any ideas on how this can be done? Ian Warwick Software Engineer Tel: 023 8062 6555 Fax: 023 8062 6556 Web: http://www.fusionpeople.com ===

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

2005-07-22 Thread Thomas TISSOT-DUPONT ( Dolphin's Eye )
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello the list ! I would like to know how I can lighten or darken a material of an entity directly from the game's code. One of my friends told me about the SetRenderColor() function, but it seems t

Re: [hlcoders] Throwing phys objects

2005-07-22 Thread Kamran
I'm doing SP, so that's already there, but thanks... that may come in useful later to mod that part too. Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://articles.thewavelength.net/707/ Could be usefull? On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: Yup, figure