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
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
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
__
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
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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
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
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
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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
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
===
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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
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:
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http://articles.thewavelength.net/707/
Could be usefull?
On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote:
Yup, figure
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