[hlcoders] for fuck sake unsubscribe me

2011-04-20 Thread Adam Donovan
its retarded that this is like the 3rd time Ive had to unsubscribe..its time to get rude and use bad language in the hopes that Ill simply get banned.. DOIT ___ To unsubscribe, edit your list preferences, or

[hlcoders] terrains...finally its here:)

2009-10-02 Thread Adam Donovan
so yeah I rant on about terrains systems..had to go and work for a game company to actually get things moving in the direction I wanted...glad I didnt just wait for valve to make one:) So after about a year working on this part time I can show off our new terrain engine...Highest res engine for

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Adam Donovan
chill I love Valve..and realized that I needed to go elswhere to make what I wanted..I have been on this board for just soo long that I thought I would post it..It would be possible to put in some sort of LOD terrain system though..I mean this can run on the xbox so most modern pcs playing ep2

[hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Adam Donovan
Given the code base we have in the SDK and considering there is someone to actually spend the time programming it, would it be possible to create a terrain system that would outperform the current displacement system? Perhaps it might be possible to use the current blend texture technique but ad a

[hlcoders] whats happening with this engine

2009-07-23 Thread Adam Donovan
After being on this list for years Iam slightly disapointed that it has not been taken further..mainly Iam talking about the tools artists get to use to create the worlds and actually cant beleive that a modern computer game developer still works with it as its rather limited in environment

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Adam Donovan
I agree that gameplay options are great in hammer..its more some of the oldschool stuff in hammer that could use an update..as for the spelling comments I dont care Im employed as an artist not a public relations officer ot spelling bee judge. nava ___

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Adam Donovan
so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Re: Engine Memory Leak (Jay Stelly) 2. whats happening with this engine (Adam Donovan) 3. Re: whats happening with this engine (Kohan Venets) 4. Re: whats happening with this engine (Saul Rennison) 5

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Adam Donovan
ok so I will say this again..I know there are other engines..but I care about this one..so there is no point of telling me which other large outdoor engines there are..i know that..i use them too and they just make me more aware of the state of the tool set we have. I have used source for

[hlcoders] some questions about the new SDK

2009-06-16 Thread Adam Donovan
Hi all..long time no posting for me, I’ve been a bit out of touch but I have still been reading hlcoders mails off and on. Ages ago I remember seeing a demo video that Tony was working on which had some bots running around and was

Re: [hlcoders] Level Compile Tool

2008-10-18 Thread Adam Donovan
yeah I also looked at this tool..nice esp for one map i was working on the option for don't fix up t junc's was pretty helpful. As for stuff that's lacking the the valve tools..something that I desperately would like to see is a change in the displacement's system...i mean cannonfodders tools is

[hlcoders] particle editor issues

2008-08-05 Thread Adam Donovan
Hi all, I spent a few days last week setting up an orange box mod and getting the tools to work..so no problems there really. Just thought I would report some of my findings/issues with the interface of the particle editor. so.. 1. Using the particle editor with just hl2ep2 I was able

[hlcoders] WorldVertexTransition shader and envmap

2008-07-14 Thread Adam Donovan
WorldVertexTransition envmap Ive tried 2 ways to enable specular envcubemap reflections with this shader but never seem to get any cubemap reflections. First attempt was with a separate envmapmask and the second was with the envmap mask in the normal map. its sais on the wiki that

[hlcoders] Frontiers web is up

2008-06-20 Thread Adam Donovan
some of you may wonder what it is I am doing annoying posts for:) well one side is for my art practice ..then there is this political mod that's been like taking forever..now at least we have a decent web site up and running and a release date 30th of September. We are still hell busy finishing

Re: [hlcoders] Frontiers web is up

2008-06-20 Thread Adam Donovan
well..sorry i never new that:P But its not your usual mod anyway..its to create awarness on a subject that is in no way ever indented for profit..And alot of you have helped with little things for this game so I just wanted to let you know im actually doing somthing with it..not just stuffing

Re: [hlcoders] Post your code!

2008-06-14 Thread Adam Donovan
Yeah Garry I would like to see how you coded balloons..:) as well as basic functions like spawing an object(via a weapon trace im guessing) and freezing it..Thanks for youe help the other day with the phycannon to by the way, it worked..just now have to figure out getting the movment to be

Re: [hlcoders] splitskybox doesnt work

2008-06-08 Thread Adam Donovan
if you follow the material creation process in the document below vtex will work(apart from splitskybox)..Email me if you want a copy of working splitskybox. Vtex works for me for creating the .pfm files though its not that easy to get them to look right..but that's more of a material creation

Re: [hlcoders] gravity gun help

2008-06-07 Thread Adam Donovan
Hi Again, I'm still pretty stuck on this problem:( For now holding of the objects when they are held stay attached..that at least is solved. Still the unknown thing for me is the lack of correct collision for the physics models and even brush based physics when held. When the gravity gun picks

Re: [hlcoders] gravity gun help

2008-06-06 Thread Adam Donovan
ok so I am still stuck with getting anything the physics gun holds to have a propper collsion mesh. so far we tried editing bool CGrabController::UpdateObject to have CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_INTERACTIVE_DEBRIS );//adon edit was collison_group_none

Re: [hlcoders] gravity gun help

2008-06-05 Thread Adam Donovan
Yes Ryan that's what I'm trying to figure out, how to keep objects held sill rotating and so forth and not detach..as to how to make the gravity gun hold the object better..any ideas which function in the gravity gun code controls the breaking point for detaching speeds when moving?..at the moment

Re: [hlcoders] gravity gun help

2008-06-05 Thread Adam Donovan
I had some help from Ingo and he changed the code below in the weapon code to make physics objects stay attached..which seemed pretty easy for him at least(and its clear to me now). Its acceptable for now how it moves but it might be improved to update its position more quickly later. Chris are

[hlcoders] gravity gun help

2008-06-04 Thread Adam Donovan
Hi everyone, I'm looking for some insight into understanding the gravity gun code. What I have at the moment is a player in noclip flying around a map, I need the player to pick up and hold physics objects but it seems that if you move in noclip its to fast for the gravity gun

Re: [hlcoders] splitskybox doesnt work

2008-06-02 Thread Adam Donovan
I forwarded it to him a few hours ago..so now he has it twice:)..with some instructions too..I can host it on my site if you like untill its in the update.. ad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] splitskybox doesnt work

2008-05-20 Thread Adam Donovan
Tony..thanks, that will make exposure and tone mapping settings just that bit more easy:) Ad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] HDR file format issues

2008-05-19 Thread Adam Donovan
Hi, I am currently creating HDR versions of the sky's used in our mod and I have some file format questions. The main application I am using is Terragen 2 and it can output open exr files for HDR. Is the .pfm format really the only format that vtex will use? The only software I have read

Re: [hlcoders] HDR file format issues

2008-05-19 Thread Adam Donovan
yes I read that, and hdrshop doesnt like the open exr format. I wanted to stay as native as possible if you know what I mean, why go from tga to pfm if I can just go from .EXR to .PFM? I mean if im not going to get any better resolution from an .EXR then I guess it doesnt matter, but when I

[hlcoders] splitskybox doesnt work

2008-05-19 Thread Adam Donovan
this app doesnt seem to work.is there are known work around for using it?-apart from just making them seperate to begin with? like a working batch file that someone has? cheers adam ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] splitskybox doesnt work

2008-05-19 Thread Adam Donovan
Ok so I guess that means nobody can tell me if there is a work around, so I went ahead and made changes to the wiki to reflect that it no longer works(so others dont waste 3 or more hours on it)...I will be happy to change it again if you can prove me wrong. Ad Note* The method descibed in this

Re: [hlcoders] Orange Box SDK Code Update

2008-05-18 Thread Adam Donovan
well..I would actually pay for this engine stuff ahh I dunno I mean torque is what 100 bucks and comes with almost no community support, I tried working with it for a while but not many users I found generally share what they are doing with coding. And I have thought seriously about moving to

Re: [hlcoders] Orange Box SDK Code Update

2008-05-18 Thread Adam Donovan
well the particle editor doesn't worry me that much really but there are a few things that I would like to realize that the particle editor would make life a bit faster, and I was just trying to say that it should not be a big deal for valve to let us play with it as its not a new concept..I do

Re: [hlcoders] colour correction entity fails to load

2008-05-15 Thread Adam Donovan
Hi and thanks for the reply Tobias, makes sense now, not to hard to do either which is great..Just kinda put me off seeing as the controls for it in game still apear. Guess there should be a little quote for the use of them at the end of the document on the wiki explaining that they have to be

[hlcoders] colour correction entity fails to load

2008-05-14 Thread Adam Donovan
Hi All, Ive got a bit of a but/something not working for my color corection entitys in hammer..I can run the color correction tools in my ep1mp mod just fine..and i can save the raw files just fine. I can place a color correction entiry via hammer into a map and it apears fine. I point

Re: [hlcoders] Offline Mode

2008-05-06 Thread Adam Donovan
agreed Matt, I have posted a number of times about this issue too, offline mode used to be great because it actually worked, I mean its got to the point that I have to make sure I run this and that and go offline while im online and then test everything before I finally really

Re: [hlcoders] 9way animation code example?

2008-04-15 Thread Adam Donovan
at 12:31 AM, Adam Donovan [EMAIL PROTECTED] wrote: Hi all, Ok so I'm trying to get a bit of insight or maybe even some example code of how to set up 9way animations for our player characters for a mod based on ep1dm. So far I have managed to get our custom characters to compile using

[hlcoders] 9way animation code example?

2008-04-13 Thread Adam Donovan
Hi all, Ok so I'm trying to get a bit of insight or maybe even some example code of how to set up 9way animations for our player characters for a mod based on ep1dm. So far I have managed to get our custom characters to compile using 9way blends(the cs example in the sdk) but I would

[hlcoders] email changed!

2008-03-15 Thread Adam Donovan
ok is there less spam now? this was me carbon_adam at hotmail.com now im this adamjjdonovan at gmail.com I hope its better for you all lol adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] jrwill?

2008-03-15 Thread Adam Donovan
hey james I tried sending you an email but it bounces..Would love to chat more about the bsp stuff. adamjjdonovan at gmail.com chat soon I hope adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Adam Donovan
are generated in vbsp, then just alter vbsp to dump a list of coordinates for you. We have the vbsp code, not the orange box ones yet though I don't think. On Thu, Mar 13, 2008 at 7:02 PM, Adam Donovan [EMAIL PROTECTED] wrote: Hi Again all, Is there any way anyone

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Adam Donovan
what? are you getting some form of spam at the end of my messages or something..i dont see any..i can change to my domain name email I guess? adam _ Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au

[hlcoders] Alpha values for generating detail sprites dont work correctly! -ep1

2008-03-13 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi All, I am have quite a bit of trouble getting detail sprites or detail models to appear correctly as the developer wiki stats they should. I have made a simple map that has a range of alpha values from 0 though to 1. I also have created a

[hlcoders] RE: Alpha values for generating detail sprites dont work correctly! -ep1

2008-03-13 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] yes i mean texture and its all set up correctly in hammer. Ive tried using other valve textures too and changing the alpha values from 0 to 1. I already tested about 20 differnt settings with the alpha values and I always get the same result

[hlcoders] RE: Alpha values for generating detail sprites dont work correctly! -ep1

2008-03-13 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi Tom, Im not confused between alpha on a worldvertextransition texture and alpha on a material. Ive done this so many times for various maps and thats why I posting here because It has stopped to work..it used to work just fine, I

[hlcoders] RE: Alpha values for generating detail sprites dont work correctly! -ep1

2008-03-13 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi Tom..I think I nailed it..so no need to upload. The problem was I didnt quite understand the meaning of the alpha values in the .vbsp file i was making(normally i used just the standard entrys). Basically I thought that the alpha value

Re: [hlcoders] hlcoders digest, Vol 1 #3715 - 6 msgsextract detail model positions from a .bsp file?

2008-03-13 Thread Adam Donovan
Hi Again all, Is there any way anyone knows of a way to extract detail model positions from a .bsp file? I would like to be able to rip the x,y,z information of the detail models so that I can use the coordinates to place static props. By detail models I mean the unlit

[hlcoders] vehicle crashes?

2008-02-29 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] just last week or something there was some talk about vehicle crashes. I was just wondering if this is in relation to just the standard c_prop_vehicle code in MP? Ive fixed most of my lag and im just starting to figure out if I am going to

[hlcoders] RE: vehcile crashes

2008-02-29 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] It wasnt obvious to me where in the code..could you be a little more specific please? thanks again Adam _ What are you waiting for? Join Lavalife FREE

[hlcoders] Re: hl2mv .jpg crashes

2008-02-05 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Sorry to contradict you all about this but after getting obsessed with the the .jpg not working I realized what in fact hlmv wants is these 2 things 1. The image the same size as the other standard hlmv .jpg’s 2. It has to be around the same

[hlcoders] hl2mv .jpg crashes

2008-02-03 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] this seems rather retarded but when I make a jpg for my model to preview it in the HL2MW every time I open up the folder that contains the model and the .jpg from within the MV..the model viewer crashes. So whats the deal with this, it it a

[hlcoders] Re: hl2mv .jpg crashes

2008-02-03 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] ok so i tried that suggestion and i was able to open up the folder and use one of valve images as my model jpg preview...However i tried to open it up in photoshop then copy the image of my model into the jpg then flatten the image and save it

[hlcoders] RE: DOF-Portal-hl2ep2

2007-12-18 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi Mike, Is there anyway that you could include the use of DOF in the SDK as this is pretty much the only reason I bought the orange box.. thanks adam _ New music from

[hlcoders] DOF-Portal-hl2ep2

2007-12-17 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I just got the Orange box the other day to have a look at some of the new fancy GFXs available and was pretty sure I would see some DOF as you do in the video trailers. I basically dont get any DOF in game and was wondering if Valve simply

[hlcoders] RE: Using ApplyBoneMatrixTransform

2007-11-30 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I imaging that this s going to work best if you can see how they have set the bone weights for the model right? Is this function totally meant to override how the bone weights work? My thought about why it doesnt work to well is that those

[hlcoders] RE: RE: blood/decals/ragdolls

2007-11-29 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] wow very nice console commands..just trying to figure out how i missed that, guess I should really dump the cvar list and search itdrr. Anyways big cheers for the help works like a charm adam

[hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Sorry to pester about this again, but Im still looking for a way to get the blood decals to stay longer..I dont mean on the ragdolls just the normal blood decals that apear on players and on block work..Its for a performace using the hl2engine

[hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Do the bullets go right through or is it because of the material it uses doesnt have a surface prop and so it doesnt seem to collide because the engine isnt creating the decals/particles? I have no idea really but thats what first comes to

[hlcoders] Re: blood/decals/ragdolls

2007-11-26 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] thanks Jed, I guess I will give up on that for now seeing as its been a problem before, any idea about the other question I had about making the other decals just staying around for longer..like the blood on players or on the

[hlcoders] blood/decals/ragdolls

2007-11-25 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi All, Ive been trying to get my hl2dm players to emit blood on the ragdoll..after they are dead. But I cant seem to find what part of the code controls blood emitting, is this a particle or decal? Also I wanted to try and have the

[hlcoders] RE: Cant create source mod

2007-11-16 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I think setting up a read only SVN is an fantastic idea! As for all this other discussion I can see the problem that people are having here with the concept of how the episode version of the engine are working and its allot to understand esp

[hlcoders] RE: EP1 Hammer internal model browser crashing hammer

2007-11-14 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I hope that Mike is working on a real fix for the model viewer that means we dont have to extract files and fix things...Im working at a uni with 19 steam accounts and I can tell you that If I have to do something like this for one

[hlcoders] vgui hammer model viewer still broken?

2007-11-13 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi just wondering is there a work around for this instead of just switching it off? I liked the hammer model viewer the way it was..much better..can we expect a fix soonish? ad _

[hlcoders] custom footstep sounds never load?

2007-11-11 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] working on a small project with some people in berlin this week and I am having allot of problems getting any changes to happen with the footsteps sounds for a little mod they are using. I first tried editing game sound physics.txt to use our

[hlcoders] RE: custom footstep sounds never load?

2007-11-11 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I did look into the sound sample rate and they are all the same 44k, 16 bit mono. My sound files are all the same format as valves so dont think thats the problem. Actually when I made my sounds I just opened up the original valve files and

[hlcoders] RE: SDK Update Available Tomorrow Morning

2007-11-07 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] At the risk of sounding ungrateful Mike the particle editor would be great on the soonish side..seeing as old games like max payne had one..hmm..in 2001... :p ad _ Overpaid or

[hlcoders] RE: Collision Model never compile correctly

2007-11-06 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi, Just wanted to say thanks to Minh and Jay for being so helpful with the collision model problem I was having. Firstly I tried Minh’s solution because it was the first post but seeing a the model wasn’t really that thin then it didn’t

[hlcoders] RE: Collision Model never compile correctly

2007-11-06 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] OK I dont mind posting it on the wiki, its just that most of the useful articles on modeling I have ever found were on hl2world. actually I find that most of hl2 stuff scattered around the internet sometimes with an answer on some random post

[hlcoders] Re: Playing the mod offline

2007-10-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] well i realized what the problem with offline mode was for me...that I had to run the sdk base once and then it seemed ok..though it dont work for all the games..just my mods based on ep1 stuff seems to work ok. The main problem I have now

[hlcoders] RE: offline mode again

2007-10-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Ok so I take what I said yesterday about offline working back. I had steam running in offline mode for about a week, and I had not touched anything with stem, then all of a sudden when I am at home far away from the internet steam decides for

[hlcoders] Re: Enemy AI to attack you

2007-10-21 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] the problem was weapon specific..I got the smg gun to work as well..but not any other weapons yetjust no time. The smg still has a problem though because it doesnt meet the conditions to fire a bullet unless the player is behind a crate or

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] If Vehicles worked in real life as they do in hldm..you would have a pretty sore head from banning it on the dashboard allot :p adam _ What are you waiting for? Join Lavalife

[hlcoders] RE: SDK Update/Ep2 Questions

2007-10-15 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi Matt..getting warm in OZ yet? Just wanted to say that a Particle Editor would be rather awsome..seeing as even max payne game engine had a fairly great particle editor..hmm 1998/99 I think..thats only almost 10 years ago. Adam Message: 3

[hlcoders] offline mode for mods

2007-10-08 Thread Adam Donovan
this as a serious issue? It is for me Adam Donovan _ It's simple! Sell your car for just $30 at CarPoint.com.au http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fsecure%2Dau%2Eimrworldwide%2Ecom%2Fcgi%2Dbin%2Fa%2Fci%5F450304%2Fet%5F2%2Fcg%5F801459

[hlcoders] Re: FW: SDK Needs to be fixed

2007-09-26 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Justin that a good little fix to know I might try putting that in out mod today to see what the difference is like..although with the official fix it seem pretty good to me. I'm just wondering if you are playing around with the NPC's then have

RE: [hlcoders] SDK Update heads up?

2007-09-21 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I joined this mailing list to learn about the SDKNOT TO LISTEN TO POLITICS\ calm down girls.. stop spamming the mailing list with BS AD _ Roast a Rock Star: watch video

[hlcoders] RE: RE: AI in multiplayer

2007-09-20 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Im sorry to keep hounding about this question..you all probably know what its like to stare into a pile of code and get a bit lost...thats where I am and Im desperately trying to find out the bits I am missing. I am thinking it has something

[hlcoders] Ai condump

2007-09-19 Thread Adam Donovan
.. (Adam Donovan) 4. RE: I want to play TF2 already (Spencer 'voogru' MacDonald) 5. Re: I want to play TF2 already (Phil Corley) 6. RE: I want to play TF2 already (Spencer 'voogru' MacDonald) 7. Re: I want to play TF2 already (Tobias Kammersgaard) --__--__-- Message: 1 Date: Tue, 18

[hlcoders] RE: AI in multiplayer..

2007-09-19 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi Adam.. thanks for the pointer put I have all ready gone though all of that tutorial and a few others to get to the point I am at now. For some reason the are just having a problem knowing when to shoot..because its clear to me that they

[hlcoders] AI in multiplayer..

2007-09-18 Thread Adam Donovan
? Adam Donovan please find my code here http://www.adamdonovan.net/hl2coding.html _ Telstra’s Next GTM Network - now on Pre-Paid. Find out more. www.spreadthegoodstuff.com.au http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fclk

[hlcoders] 4again AI in multiplayer

2007-09-18 Thread Adam Donovan
have written to see if you can see where I went wrong? Adam Donovan please find my code here http://www.adamdonovan.net/hl2coding.html _ SEEK Salary Centre: What are you really worth? Find out. http://a.ninemsn.com.au/b.aspx?URL

[hlcoders] Re: No Steam Content Servers are available

2007-09-08 Thread Adam Donovan
ago, make it work offline again and make it stay that way. Hope you can do it soon Adam Donovan _ Win Dad the Footy Final with Cadbury Favourites! http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fbs%2Eserving%2Dsys%2Ecom%2FBurstingPipe

[hlcoders] Re: No Steam Content Servers are available

2007-09-08 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] well I am in Australia now, but I do teach in Salzburg/Austria, Uni teaching starts again in October through to January for me. adam _ Roast a Rock Star: watch video interviews

[hlcoders] Re: Looping a MP3 at Menu

2007-08-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] As far as looping sounds with the source engine it is important to note that it does look at set cue markers in a sound file to be able to loop properly, meaning that if you try to loop a sound in game though hammer then you need to know how

[hlcoders] Re: RE: New Chat

2007-08-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] well shaders need an update thats for sure, as far as I remember MihailNajdenov (aka imgarfield) couldnt even fix problem of the game crashing on exit when using the shaders, this happens even with the standard SDk shader samples. ad

[hlcoders] RE: Re: Re: how to enable swaying grass in a mod

2007-08-25 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi mike thanks for the reply, It ended having something todo with the SDK version(I think) It simply didnt work or show up in the old mod files I was working with What i ended up trying was making a new mod from scratch and made the code

[hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Adam Donovan
edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Re: how to enable swaying grass in a mod? (Adam Donovan) 2. Re: Re: how to enable swaying grass in a mod? (Tony omega Sergi) --__--__-- Message: 1 From: Adam Donovan [EMAIL

[hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Adam Donovan
have been using them for detail sprites and they work. but no rendered detail_shapes. any help would be great to those of you who have managed to get swaying detail_shapes. What version of the engine are you using, 2003? 2005? are you using the beta sdk0611 version? Adam Donovan

[hlcoders] Re: how to enable swaying grass in a mod?

2007-08-23 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Firstly thanks Chris and Jed for replying to this. I have tried your suggestions but I’m not really not getting anything in game. I still can’t see the ConVar cl_detail_max_sway in the console. I have set up my detail.vbsp to include sway and

[hlcoders] sawying details

2007-08-21 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Just a quick question does anyone know if the swaying function used for grass details in counter strike works with the sdk? Is it there in the code but not enabled? thanks adam _

[hlcoders] how to enable swaying grass in a mod?

2007-08-21 Thread Adam Donovan
steps to enable pretty please? The following link show you what im doing with detail props..all just done with sprites http://www.adamdonovan.net/the%20crossing%20screenshots.html *the last 2 images* Adam Donovan _ Live Earth

[hlcoders] detail_sprites

2007-08-17 Thread Adam Donovan
as a matrix somewhere? Or is it part of the sprite system, a special type perhaps? I’m really a bit lost with this one, I am trying to make my own custom grasses for the sprites and wanted more than six different types. Adam Donovan http://www.adamdonovan.net

[hlcoders] source sdk future?

2007-07-03 Thread Adam Donovan
up with the competition …I don’t want to step on your toes..I love the source SDK but I would also like to see some big changes.thanks Adam Donovan Hybrid Media Artist http://www.adamdonovan.net/core_practice_projects/caustic_resonance.html

[hlcoders] Depth of field works but has problems

2007-06-28 Thread Adam Donovan
to put in the VMT file to turn off reflections? Basically I want to still have a refractive texture but without reflections. Also any ideas on simple depth of field would be helpful also Adam Donovan http://www.adamdonovan.net

[hlcoders] Re: Depth of field works but has problems

2007-06-28 Thread Adam Donovan
the problem. I do notice however that the weapons on the player character do not have the same problem..ie no fuzzyness around the edges. Thanks again Adam Donovan http://www.adamdonovan.net/ _ Discover the new Windows Vista http

[hlcoders] http://www.adamdonovan.net/

2007-06-27 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Hi all, I have been using some custom refract textures on models in game to create the illusion of depth of field. The idea works well enough with blurring the background but I am having a problem that the refractive texture Im using

[hlcoders] Re: New Source SDK Beta

2007-06-13 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I also get problems when using cl_showfps or any debug text. trying to use debug text it makes the the mod crash.AdamBorder Crossing - http://www.servus.at/subcute/bordercrossing/ Date: Wed, 13 Jun 2007 02:52:04 -0700 From: [EMAIL PROTECTED]

Subject: Re: [hlcoders] console woes

2007-01-18 Thread Adam Donovan
well we had it working on the same computer a few months ago and I have not changed anything. I knew about the eu keyboard thing because we have German keyboards. I managed to get around this by changing the default keyboard layout in windows to English and then the console would come up. Also

[hlcoders] console woes

2007-01-17 Thread Adam Donovan
be thanks Adam Donovan http://www.adamdonovan.net/ _ Join the millions of Australians using Live Search. Try live.com.au http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=740referral=millionURL=http://live.com.au

[hlcoders] Re: November SDK - Final

2006-11-12 Thread Adam Donovan
Hi, when building a mod with the latest sdk release for hl2dm I get the following error. LINK : LNK6004: Release HL2MP/server.dll not found or not built by the last incremental link; performing full link Creating library Release HL2MP/server.lib and object Release HL2MP/server.exp In the

[hlcoders] Re: I'm DOA. Does the SDK work better on Windows XP?

2006-11-08 Thread Adam Donovan
comon game programming is one of the most dynamic areas in science...vista will be out soon and 2000 is so outa date i cant imagine what your trying to do...you have to move like water in a fast stream to even begin to imagine whats going on here..forget 2000 move on...I mean take a doctor for

[hlcoders] Re: console key bind does not work

2006-10-22 Thread Adam Donovan
[ Converted text/html to text/plain ] like i said i have been using the sdk for over a year so i allready know how to use dev and console mode this is not the problem. Also like I said the console once closed will not re open so its not that helpfull. Its a key bind problem and there should be

[hlcoders] console key bind does not work

2006-10-20 Thread Adam Donovan
I have been using the console for a long time now but recently I installed it on a German laptop and I cannot get the config.cfg or other variations of a cfg file to bind another key to the console….so I only have the console when the game first runs and if I close it I have to restart the mod

[hlcoders] RE: Source SDK Update

2006-09-15 Thread Adam Donovan
[ Converted text/html to text/plain ] thanks mike thats awsome...refract shaders is exactly what I wanted to play with.. Adam Donovan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

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