[hlcoders] Increasing cubemap max size

2009-08-01 Thread Minh
Has anyone tried to increase the max cubemap resolution of 256x256? We're running into some ugly ass large glass windows that look terrible because of the low cubemap resolution. ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
The whole upside-down-reflection isn't helping the screen imo. Maybe it looks better in motion but right now it looks disorienting. Anyways: Have you tried assigning a 256^2 to the specific faces of that glass panel, one for each panel? On Fri, Jul 31, 2009 at 11:57 PM, Minh minh...@telus.net

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Minh
right now, im only using 1 cubemap for the entire curved glass (which consists of 5 seperate glass panels). Using 1 cubemap for each panel, I'd really run up my cubemap budget as I have about 20 of these curved glass pieces.. 20 x 5 = 100 cubemap entities, each using 256x256. That's a lot of

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Tom Edwards
Reflections that large and intense are never going to look good with cubemaps. The best solution is setting up real-time reflection, then plugging the resulting rendertexture into the cubemap's distortion code in so that it wraps across the surface correctly. That's a lot of work, needless to

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Adam amckern McKern
Why not use a decal projector? Owner Nigredo Studios http://www.nigredostudios.com --- On Sat, 1/8/09, Minh minh...@telus.net wrote: From: Minh minh...@telus.net Subject: Re: [hlcoders] Increasing cubemap max size To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

[hlcoders] Disable Warning

2009-08-01 Thread Harry Jeffery
Is it possible to disable this warning from within the SDK or would I need engine access? My mod will involve players travelling at somewhat high speeds and being pushed around by func_push brush entities. I cannot find func_push in the SDK either so I cant edit that. It'd be really nice if my

Re: [hlcoders] Disable Warning

2009-08-01 Thread Tom Edwards
It's possible. You'll need to find the datatable in question and remove or increase the value it clamps to. Harry Jeffery wrote: Is it possible to disable this warning from within the SDK or would I need engine access? My mod will involve players travelling at somewhat high speeds and being

Re: [hlcoders] Disable Warning

2009-08-01 Thread Tom Edwards
BTW, it's trigger_push not func_push. Harry Jeffery wrote: Is it possible to disable this warning from within the SDK or would I need engine access? My mod will involve players travelling at somewhat high speeds and being pushed around by func_push brush entities. I cannot find func_push in

Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
Couldn't you take a 1024^2 map, and then in the glass's vmt set $envmapto that texture? I've never tried making a glass with a reflective texture like that but it seems like it would work. You could probably get away with one texture for all the panels in the area. On Sat, Aug 1, 2009 at 4:11 AM,

Re: [hlcoders] Disable Warning

2009-08-01 Thread Matt Hoffman
I don't see why people mix that up. 95% of the time I see trigger_push mentioned, they type func_push. :s On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards t_edwa...@btinternet.comwrote: BTW, it's trigger_push not func_push. Harry Jeffery wrote: Is it possible to disable this warning from within

Re: [hlcoders] Skeleton gamerules giving client errors

2009-08-01 Thread Denis Craig
I'm getting this same error using the SDK template mod (with unaltered gamerules). Pretty much came out of nowhere. Any one solved this problem and would like to share? It'd be much appreciated. Date: Sat, 1 Aug 2009 18:04:47 +0100 From: t_edwa...@btinternet.com To:

Re: [hlcoders] Disable Warning

2009-08-01 Thread Harry Jeffery
It gets mixed up because it seems much more logical to most people for it to be called func_push because it's not a trigger. It affects the player itself. 2009/8/1 Tobias Kammersgaard tobias.kammersga...@gmail.com: I'd search for the warning tbh. Pretty sure you'd be able to find it. /ScarT

Re: [hlcoders] Skeleton gamerules giving client errors

2009-08-01 Thread Tom Edwards
Fixed: it was somehow related to the base viewport not being created properly! :-S Tom Edwards wrote: I'm trying to make a skeleton game that provides a featureless framework for new mods. Everything compiles at this point, but when I run the game it quits soon after the map starts loading

Re: [hlcoders] Skeleton gamerules giving client errors

2009-08-01 Thread Matt Hoffman
You wanna post how you fixed it, as it seems to affect the base template too? On Sat, Aug 1, 2009 at 1:33 PM, Tom Edwards t_edwa...@btinternet.comwrote: Fixed: it was somehow related to the base viewport not being created properly! :-S Tom Edwards wrote: I'm trying to make a skeleton game

Re: [hlcoders] Skeleton gamerules giving client errors

2009-08-01 Thread Tom Edwards
I wasn't using the DECLARE_CLASS macro in my new ClientMode class' declaration. Template already has that set up and working so I don't think my experience applies. ;-) There's an article on VDC that describes the problem. I suspect my issue came under the second header, although debugging

Re: [hlcoders] Disable Warning

2009-08-01 Thread Tony Sergi
It's not the warning that you want to get rid of, you need to fix the actual entry. m_VecBaseVelocity is clamped to -1000, 1000 by default. So during network transmission, it's clamping to -1000 or 1000 and then spitting out the warning because you're exceeding the limits. Fix it in