They are using a 3d source in the example of your link. It looks like a side by
side texture containing the left and right eye images.
The line
"tex.x = tex.x +0.5"
after the first sample is taken switches to the second image on the same
texture to take the right eye's sample.
As Alexander said
he content
>> from its own folder, instead of adding another search path, which increases
>> loadtimes.
>>
>> Oh and be careful when mounting .GCFs from code and not the gameinfo.txt, I
>> had some experience that some people couldn't launch the mod successfully,
>>>> and will vary on a case basis, and I am not an US copyright expert. The
>>>> same
>>>> argument goes for editing the content. Again, note that I don't
>>>> recommend
>>>> doing this, but if it's legal due to Fair Use, and
"-You only included small amounts of Valve's copyrighted works"
Nice reasoning, so if I go into a shop and only steal eg a part of a computer
thats okay? :-)
I think you should mount the CS:S content because you have to make sure the
users who use your mod own the right to have the models you pr
DrawSetColor should work.
Does your vmt contain this line?
"$vertexalpha" "1"
Garion Hystek schrieb:
> Basicly im using a .VTF that is basicly like the health system in cod4, when
> you get really hurt the redness appears around your screen. Basicly i have
> the image linked to the players hea
Pdb files should not be related to build errors, they are only used for
debugging and are normally not shipped. By default VS2008 creates
(different) pdb's for both debug and release builds.
Looks like you are missing some library imports in the debug project
configuration?
Matt Hoffman schrieb
Ouh, you render a light map and than the textures with dynamic lights?
Multiplying the light map with the dynamic light geometry will not add
the light as intended.
An easy solution would be:
glBlendEquation( GL_FUNC_ADD );
glDisable( GL_FOG );
DrawLightmaps( );
glBlendFunc( GL_ONE, GL_ONE );
No, OpenGL, ot
Tobias Kammersgaard schrieb:
> Is this GoldSrc or am I just really hungover?
>
> /ScarT
>
>
> 2009/2/28 Andrew Lucas
>
>
>> I thought your wrote GL_FUNC_REPLACE by mistake, because
>>
>> I couldn't find any references of it at all, so I tried using all
>>
>> the others that they
Oups, this should be correct.
glDisable( GL_FOG );
DrawLightmaps( );
glEnable( GL_FOG );
glBlendEquation( GL_FUNC_ADD );
glBlendFunc( GL_DST_COLOR, GL_ZERO );
DrawUnlitGeometry( );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
--
This way the second pass will set the destination to
d1 = d0
Did you try what i said? Should work in your order too:
glDisable( GL_FOG );
DrawLightmaps( );
glEnable( GL_FOG );
glBlendEquation( GL_FUNC_REPLACE );
glBlendFunc( GL_DST_COLOR, GL_ZERO );
DrawLitUntexturedHere( );
Andrew Lucas schrieb:
> Ah, sorry. I thought hlcoders wasn't cut into different sec
This clearly is the wrong list, hl2 modding only.
However, it's not fully clear to me what your rendering passes are. You
draw the fully lit geometry and then modulate it by a second pass using
your lights and untextured geometry?
Try the following:
glDisable( GL_FOG );
DrawFullyLitPassHere( );
http://en.wikipedia.org/wiki/Gimbal_lock
Garry Newman schrieb:
> Rotate using a Matrix
> garry
>
> On Fri, Feb 27, 2009 at 8:23 PM, Grash wrote:
>
>
>> They've been trying to figure this out for the past 3 weeks. What's the
>> best way to tackle this problem?
>>
>> - Grash
>>
>> --- On Fri, 2/
I guess because its running as a windows service "Steam Client Service" in
vista?
archy
Original-Nachricht
> Datum: Tue, 20 Jan 2009 23:38:08 +0900
> Von: Mark Chandler
> An: Discussion of Half-Life Programming
> Betreff: [hlcoders] Steam, vista and UAC
> Im in the process of
Debug it?
Original-Nachricht
> Datum: Sat, 11 Oct 2008 00:00:03 +0100
> Von: "Luke Smith" <[EMAIL PROTECTED]>
> An: "Discussion of Half-Life Programming"
> Betreff: Re: [hlcoders] Muzzle flash issue
> Hmm this is odd. The enemy's eject brass is working but not the player.
> T
t 2008 17:30:41 +0200
> Von: "Julian Moschüring" <[EMAIL PROTECTED]>
> An: Discussion of Half-Life Programming
> Betreff: Re: [hlcoders] Muzzle flash issue
> As I said. Look at the definition of GetActiveWeapon in
> c_basecombatweapon.cpp.
> GetActiveWeapon al
As I said. Look at the definition of GetActiveWeapon in c_basecombatweapon.cpp.
GetActiveWeapon always returns the active weapon of the local player. The owner
will always be the local player and you use this weapon as the destination of
the muzzleflash -> every muzzleflash will be send to the lo
I did not read the complete discussion and do not know where you added this
code. Could it be that the GetActiveWeapon call is used in a context that
retrieves the active weapon of the local player and the owner is then checked
against the local player -> always true? You then send the muzzlefla
On Wed, 25/6/08, Julian Moschüring <[EMAIL PROTECTED]> wrote:
>
>> From: Julian Moschüring <[EMAIL PROTECTED]>
>> Subject: Re: [hlcoders] Altering the Vanishing Point
>> To: "Discussion of Half-Life Programming"
>> Received: Wednesday, 25 June, 2008, 9:19
It seems to me CViewSetup's OffCenter is offering enought to do what you
want.
You will have to set
m_flOffCenterTop
m_flOffCenterBottom
m_flOffCenterLeft
m_flOffCenterRight
of CViewSetup too, when using OffCenter.
-archy
Julian Moschüring wrote:
> Sounds like you want to implement sup
Sounds like you want to implement support for something like this:
http://www.youtube.com/watch?v=Jd3-eiid-Uw
I don't think that there is a vanishing point you just have to change
implemented in the sdk. You will propably have to mess with the
projection matrix yourself.
-archy
Justin Krenz wrote
Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error
message in hammer:
"Too many verts for a dynamic buffer (41468>24576) Tell a programmer to
up VERTEX_BUFFER_SIZE."
But it's in game so I guess it is only a limitation of hammer. The model
will propably load if set at runtime.
Well, the whole call stack is inside the server.dll, so if this problem
is not caused by something you did you should still be able to fix it or
work around it. Why don't you try the last thing I proposed?
You should create an assert in PhysicsMarkEntitiesAsTouching for "other"
and try to debug
Well, the main crash is pretty oblivious:
PhysicsMarkEntitiesAsTouching is called with "other" set to null, it
then calls the member func PhysicsMarkEntityAsTouched of "other" which
is bd and should never happen.
I think bloodykennys right, you removed the null check somewhere. The
passed poi
Most recent example would be Garry's Mod.
Valve gets money, the mod community gets more popular, the sdk
improves... everyone is happy. Where is the point of this discussion?
Adam Maras (memzero) wrote:
It wasn't on the Source engine a long time ago. It also wasn't owned by
VALVe a long time ago
I do not think that this is caused by a bad qc. It propably only happens
if you use the ep1 compiler. If the model viewer is started before
compiling anything works fine.
It happens eg for this qc which is a sample of noasis:
$modelname skeleton\Skull.mdl
$cdmaterials models\skeleton
$surfacepro
For me starting the model viewer and keep it running while compiling
models solved this problem.
-Archy
[EMAIL PROTECTED] wrote:
Hi list!
this is probably a question for valve, but maybe one of you has hit it
before. I'm trying to compile a new model, but studiomdl keeps crashing
on me:
C:\Of
With the new update everything works. Thanks!
Julian Moschüring wrote:
Hey!
WITH -engine ep1:
- in-hammer browser works for counter-strike source
- in-hammer browser crashs without errors for half-life 2
I currently do not have ep1 installed thus i could not try it or perhaps
this is the
Hey!
WITH -engine ep1:
- in-hammer browser works for counter-strike source
- in-hammer browser crashs without errors for half-life 2
I currently do not have ep1 installed thus i could not try it or perhaps
this is the problem?
WITHOUT -engine ep1:
- in hammer browser works for Portal (only ep2 ga
Hammer is working now without "Advisor fix" but the vgui model viewer is
still broken. Hammer shuts down without any messages when I try to start
the model viewer.
Why does the source sdk "news" link in steam always give me "Source SDK
Update from September 14 in 2006" when the sdk is updated? An
Because of the name i guess the cvars "hostip" and "hostport" are
containing the data you are searching.
const ConVar *hostip= cvar->FindVar( "hostip" );
const ConVar *hostport = cvar->FindVar( "hostport" );
-archy
Janek Le_Vert wrote:
--
[ Picked text/plain from multipart/alternative ]
I wan
it says [hlcoders] not [hl2coders]
Jason Houston schrieb:
--
[ Picked text/plain from multipart/alternative ]
"reading/restricting binds HL1"
Aren't we a little off-topic :O
--
Draco
--
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No, i debugged, modelinfo->GetModelType( GetModel() ) returns mod_studio
Aaron Schiff schrieb:
--
[ Picked text/plain from multipart/alternative ]
It doesn't have to be a mod_studio to trigger that assert...that assert
happens if the model isn't a sprite...which it isn't...instead it should be
CMultiplayerRules::FlPlayerFallDamage - calculates the actual damage
depending on the velocity
CMoveHelperServer::PlayerFallingDamage - calls FlPlayerFallDamage and
gives the result to:
CBasePlayer::TakeDamage
-archy
Gus schrieb:
Does anybody know where Fall Damage is located for HLMP SDK ?
Hey, cool! I will use it! :-) Sounds great. Exactly what you all wanted.
By the way: I like steam ... no more "where can i get this or that
version" on lans.
Josh Matthews schrieb:
--
[ Picked text/plain from multipart/alternative ]
"I don't think Vapour is ever going to become very popular. M
hey,
so, you only want to graphically simulate WLan AdHoc networks with the
source engine and make the physical communication and the osi layers
visible without attaching the graphics to any real communication? Just
for presentation purposes? Sounds funny, I want to see it when it's
finished :-)
S
and some of the darwinians are wearing little christmas hats :-)
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I guess it's a bit early at your side, but I wish you all a Merry Christmas
and Happy Holidays!
julian
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Oups, the 'second' problem :-) ...
CGrenadePathfollower::Launch expects a string_t as second parameter. If
you look through the code you will see that the Launch function calls
FindEntityByName by itself passing to it your string
(gEntList.FindEntityByName( NULL, sPathCornerName, NULL )).
It shoul
Hey!
GetAbsOrigin is a function. By using it without parantesis you pass a
pointer of this function which is of type 'const Vector &(void) const'
which is wrong.
Use
... gEntList.FintEntityByClassnameNearest( "path_corner", GetAbsOrigin(
), 0 ) ...
then you pass the result of the function call Get
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