Re: [hlcoders] Modifying the Shadow engine..

2007-01-19 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Don't forget about the upcoming Episode 2 lighting and shadowing overhaul. http://en.wikipedia.org/wiki/Source_Engine#Dynamic_lighting_and_shadowing_2 If you can wait for that it will probably be better than anything that can be done practically

Re: [hlcoders] Modifying the Shadow engine..

2007-01-19 Thread Adam \"amckern\" Mckern
Your just meaning give props a shadow based on the light source? There are problems with this let me give you a few: 1) If you gib a prop, the shadow will need to be updated for every single gib, as it moves in each frame 2) Picking up a prop will have to have the same effect applied, but it will

[hlcoders] Modifying the Shadow engine..

2007-01-19 Thread Minh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey guys, I've been thinking of the possibility of improving the shadow rendering in the Source engine. Currently, it seems all entities in the world cast their shadows from a single light source

Re: [hlcoders] How to Vectors work?

2007-01-19 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] Vectors hold a position x,y,z or a direction x,y,z. Although they could also use them to store yaw pitch and roll valve created a seperate class for that I believe, QAngle. What they hold depends on where you get the value from. CBaseEntity::Get

Re: [hlcoders] How to Vectors work?

2007-01-19 Thread Jeffrey \"botman\" Broome
Chris Harris wrote: -- [ Picked text/plain from multipart/alternative ] I suggest to get a book dealing with Linear Algebra... Though be warned it is Calculus 2 and 3 topics so it may be hard or not (depends). Linear Algebra is the math of vectors and it basically an invaluable tool for doing 3d

Re: [hlcoders] How to Vectors work?

2007-01-19 Thread Chris Harris
-- [ Picked text/plain from multipart/alternative ] I suggest to get a book dealing with Linear Algebra... Though be warned it is Calculus 2 and 3 topics so it may be hard or not (depends). Linear Algebra is the math of vectors and it basically an invaluable tool for doing 3d engine work. Many natu

Re: [hlcoders] How to Vectors work?

2007-01-19 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] In math vectors are used to define "direction". But in c++ theres a class called Vector which holds 3 points. [0],[1],[2] or .x,.y,.z or [PITCH],[YAW],[ROLL] All the same exact thing, just 3 different ways of setting the variables, usually what

[hlcoders] How to Vectors work?

2007-01-19 Thread Mukkan Yhti
Hi, Could some one explain how Vector Vatriables work? As far as I know they hold (x, y and z) coordinates? If I wanted to manually manipulate a Vector Variable in game I need to know how they work mathimatically? What they hold entirely and how to manipulate them in a 3D environment. I assume