Wow! Good job Minh, that will come in handy.
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Jorge "Vino" Rodriguez
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Ok, LOD actually DOES happen on a model in the 3dskybox. When compiling
your model though, you'll have to take modify the LOD distance of it so
it corresponds with the scale of the model. So in your .qc, if you set
"$scale .0625", you'll need to adjust your LOD distance metrics
accordingly. So
oh for god sakes.. im just gonna test it right now.. be back in 10 minutes
Jonas 'Sortie' Termansen wrote:
> Usually models in the Skybox is relatively simple, the LOD will not give any
> performance gain, or even make it worse, if the models are not complex
> enough.
>
> - Original Message
Usually models in the Skybox is relatively simple, the LOD will not give any
performance gain, or even make it worse, if the models are not complex
enough.
- Original Message -
From: "Jorge Rodriguez"
To: "Discussion of Half-Life Programming"
Sent: Monday, June 01, 2009 9:00 PM
Subjec
Christopher, with very large skyboxes it would make content creation much
simpler if an artist could place the same object close to the skybox camera
or far away and have the game automatically decide which LOD to use.
--
Jorge "Vino" Rodriguez
___
To u
I suspect the model will never change LOD because all the models are always
the same distance from the skybox render entity if they are in the skybox.
The real benefit to 3d skybox is purely more suggested space in a map than
what is physically allowed by the engine constraints. I don't suspect the
It's definitely more appealing if it's part of the mod and transparent to
the user unless there is an update.
Paul
On Mon, Jun 1, 2009 at 9:54 AM, Sykes wrote:
> Well the user experience would have to be seamless..
>
> thus I would imagine it would be something bolted into your mod DLL
> somewh
Sounds good Jonas :D me likes! (bad english intended)
s
2009/6/1 Jonas 'Sortie' Termansen :
> I don't want to make it go too public yet, but since people are interested
> in how it should be done and such, I'll just tell my solution. For a sample
> mod it would go something like this:
>
> People d
I don't want to make it go too public yet, but since people are interested
in how it should be done and such, I'll just tell my solution. For a sample
mod it would go something like this:
People download an installer for the mod. This installer connects to the
content server network and sees wh
Wasnt there a steam-like thing called Vapour that did stuff like this?
2009/6/1 Sykes
> Well the user experience would have to be seamless..
>
> thus I would imagine it would be something bolted into your mod DLL
> somewhere!?
>
> As I had stated in my original (badly written) email, an extra
>
On Mon, Jun 1, 2009 at 1:16 AM, Chris Marshall wrote:
> First of all, what is the difference between CAM_Think() and
> CAM_ThirdThink()? I was looking to see which one to override in the sdk
> files but it appears that CAMThirdThink() is never called.
Again I don't know about the standard sourc
Well the user experience would have to be seamless..
thus I would imagine it would be something bolted into your mod DLL somewhere!?
As I had stated in my original (badly written) email, an extra
application to "update" is OK for beta testers, however not really an
acceptable user experience for
copy-pasta (modifying some values included) is not coding. And you won't
learn how to code properly by that.Either learn C++ or hope that
someone is generous
enough to give you the code for that.
Or get a coder for your team.
On Mon, Jun 1, 2009 at 5:33 PM, adriank wrote:
> Thanks mate!
> But st
People would care if you integrate it right in the mod I guess.
On Mon, Jun 1, 2009 at 5:46 PM, Paul Peloski wrote:
> Nothing wrong with compressed files hosted on a website or torrent. I don't
> want another piece of software just to keep one (or even a few) mods up to
> date. If you give peopl
Nothing wrong with compressed files hosted on a website or torrent. I don't
want another piece of software just to keep one (or even a few) mods up to
date. If you give people the option I'm sure most will not want to install
another "mod toaster". You're just making work for yourself trying to fin
Why should I do that when you can do that for me? Bwahahaha
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Jorge "Vino" Rodriguez
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why don't you do it.. and then report back to this mailing list.
muhahaah
Jorge Rodriguez wrote:
> I've always wondered about this myself actually. Why don't you make a simple
> prop with a couple different levels that are different in obvious ways and
> stick a couple of them at different distanc
Thanks mate!
But still, it is not very clear to me, where should I parent the emitter?
Is there something like npcragdoll thing? And I still don't know how to
attach it only on every deadly hit.
If you are not busy at the moment, could you help me maybe on steam talk or
something? I did some lua
I've always wondered about this myself actually. Why don't you make a simple
prop with a couple different levels that are different in obvious ways and
stick a couple of them at different distances in the skybox?
--
Jorge "Vino" Rodriguez
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my English is crap at the best of times ;o) too much "net speak" huh!
+ on re-read there is clearly poor use of 's "the mod's DLLs" would
have been grammatically correct.
anyway thank you for deciphering my gibberish...
I would be interested to see your solution when it's ready - or if
you'd like
Jonas that sounds really interesting :D Is it a DLL that can be loaded by
the mod or is it a completely seperate application?
2009/6/1 Mark Chandler
> Got a link with more info?
>
>
> Jonas 'Sortie' Termansen wrote:
> > Despite your awful English and bad formatting and poorly asked question,
> I
Got a link with more info?
Jonas 'Sortie' Termansen wrote:
> Despite your awful English and bad formatting and poorly asked question, I
> am already working on a technology to keep mods automatically updated using
> a content server network and torrenting for additional bandwidth. It's
> alrea
Despite your awful English and bad formatting and poorly asked question, I
am already working on a technology to keep mods automatically updated using
a content server network and torrenting for additional bandwidth. It's
already in its beta stages and is used for my own mod's demos, but I'll go
Will my model's LOD work if I place a model in my skybox? How does it
compute the distances? multiply them by 16?
Perhaps my skybox models shouldn't even have LOD levels... I'm just
curious what would happen if they did. Anyone try this ?
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All of this is very possible. If you want to make a blood fountain
shooting out of his head, the best way to do it is to attach a spray
emitter and parent it to his head. You can attach entities to certain
parts of the player by using a SetParent()
If you want to spray blood on the walls ba
I don't think Valve ever supported 64-bit for anything but the vanilla
Half-Life 2. If you've got a 64-bit CPU, and OS Steam will automatically
detect this, download the appropriate binaries, and launch them. It'll
display a label as shown in the image below.
http://scart.slkandy.com/images/64-bit%
Valve may release 64 bit binaries and server and client code to go
along with that eventually, but it raises a lot of problems with mod
compatibility. If you make a 32bit mod at least everyone can use it.
Skidz (Ryan)
On 1-Jun-09, at 7:00, KLIMaka wrote:
> Already happened )) Look into Stea
Already happened )) Look into SteamApps directory, and you can find "source
engine 64-bit.gcf". However, I do not know how to make it work ))
> You cant change an executable's architecture by using a startup argument. It
> would need to be recompiled.
> I've never tried to have a 64-bit dynamicly
You cant change an executable's architecture by using a startup argument. It
would need to be recompiled.
I've never tried to have a 64-bit dynamicly linked dll (client/server.dll)
linked with a 32bit exe, so I don't know if it would even work (I assume it
wouldnt as dlls share memory space with th
You could also try putting "-64bit" in the launch options.
On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins wrote:
> I haven't seen anything for doing 64bit so I'm not quite sure. I'd try
> making app ID 201 the app ID in the info.txt file. I don't believe the 64bit
> version of Source ever got update
Hi there :D
I need help with making a decent blood spray particle for my HL2 mod being made
on ep1 engine.
The problem is, I don't know how to make NPC pill or make blood fountain, there
where the last bullet hit him.
I mean, If I shoot combine soldier 5 times, and the fifth shell hit him in th
I haven't seen anything for doing 64bit so I'm not quite sure. I'd try
making app ID 201 the app ID in the info.txt file. I don't believe the 64bit
version of Source ever got updated outside of a couple of small patches.
On Mon, Jun 1, 2009 at 8:33 AM, Alexander Hirsch <1ze...@googlemail.com>wrote
You might need a 64-bit hl2.exe for that. "might" because I don't know that
much about the different platforms.Try it out if you want them? :)
On Mon, Jun 1, 2009 at 8:10 AM, Yaakov Smith wrote:
> If I wanted to create 64-bit binaries for a mod, is there anything special
I
> would need to do?
>
>
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