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
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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
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
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
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
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
___
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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Tony..thanks, that will make exposure and tone mapping settings just that
bit more easy:)
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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
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
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
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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
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
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
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
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
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
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
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
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
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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
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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
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
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--
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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
--
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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
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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
--
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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
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
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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
--
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It wasnt obvious to me where in the code..could you be a little more specific
please?
thanks again
Adam
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--
[ 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
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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
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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
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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
--
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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
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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
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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
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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
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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
--
[ 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
--
[ 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
--
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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
--
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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
--
[ 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
_
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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
--
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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
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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
--
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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
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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
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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
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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
--
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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
--
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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
--
[ 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
this as a serious issue? It is for me
Adam Donovan
_
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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
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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
--
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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
.. (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
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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
?
Adam Donovan
please find my code here
http://www.adamdonovan.net/hl2coding.html
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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
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ago, make it work offline again and make it
stay that way.
Hope you can do it soon
Adam Donovan
_
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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
--
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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
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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
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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
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
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
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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
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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
_
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
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
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
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
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
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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
--
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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]
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
be
thanks
Adam Donovan
http://www.adamdonovan.net/
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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
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
[ 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
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
[ Converted text/html to text/plain ]
thanks mike thats awsome...refract shaders is exactly what I wanted to play
with..
Adam Donovan
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