Public\studio.h
The studiohdr_t structure in that file is the model file header.
Saul Rennison wrote:
> Hey hlcoders,
>
> I'm wondering if anyone here knows the .mdl file format, if not then do they
> have a link to a webpage which does? It seems so unusual that I can't find
> anything relating to
Don't forget the actual file format structures in studio.h.
Also the most recent SDK has support up to v48 models, L4D uses 49
mostly. I haven't poked around yet to see what was added in 49.
Tobias Kammersgaard wrote:
> Its dated for the version of the SDK released. So no, without an updated
> ve
No chance sadly, if it's source were available I would have done that
long ago :(
Jorge Rodriguez wrote:
> Does anybody have the sources for Cannonfodders MDL compiler from this
> website? http://www.chaosincarnate.net/cannonfodder/cftools.htm
>
> I need to give my artists something they can deal
I hate when people do that :( They say sure it can be done and don't
give any further information
Sent from my 1989 Lincoln Mark VII LSC
James Keith wrote:
> Mind telling how?
>
> Sent from my iPod
>
> On Apr 26, 2009, at 4:28 AM, Cory de La Torre
> wrote:
>
>
>> Yeah, actually you can.
>>
I'm no expert by any means, but wouldn't Vector(1,0,0) * 92 just create
a vector and then multiply it by 92, using CPU power unnecessarily?
Couldn't it just be Vector(92,0,0) initially and not waste CPU?
Christopher Harris wrote:
> Er lol I mean Vector( 1, 0, 0)
>
> -Original Message-
>
I've been looking forward to seeing vconfig work again! Thank you thank
you thank you :)
Tony Sergi wrote:
> ==Source SDK==
> Several significant enhancements and bug fixes have been made to the Source
> SDK tools and source code. See below for additional details and please note
> that this upd
Well the bones take more physical space (mstudiobone_t is bigger than
mstudioattachment_t), but I really doubt there's any noticeable
performance difference.
I would just go with whatever is easier for you.
Minh wrote:
> Got a question regarding studiomdl model info.
> If i click on the 'Model'
I'm pretty vconfig used to be for this, oh how I miss vconfig :(
Jake wrote:
> I know it's really not that hard to setup them, but I was wondering why
> aren't they automatically setup like the regular valve games? Or are you
> folks working on it?
>
> -Jake
>
> _
hex it with a program like XVI (
> http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm )
>
> Read a tutorial on hexing or figure it out yourself.
>
> - Original Message -
> From: "Kyle K" <[EMAIL PROTECTED]>
> To: "Discussion of Half-Life Programmin
I modified CanonFodder's decompiler with a hex editor a while back to
decompile v48 (orangebox's most common version)
and skip physics info since it was causing lots of crashes in these models.
Be warned, the QC is probably going to be messed up, but it should
definitely get you the reference mes
Can't compile tools like studiomdl, some includes and libs are missing.
dave daveslastname wrote:
> Is there anything currently missing from the EP2 SDK, or still broken, other
> than the shaders? I'm interested in doing a conversion, but I'd much rather
> wait until the SDK isn't undergoing any
There was a discussion about this a couple months back, I believe the
server needs the sounds so it knows how long they are (don't remember why).
Matthew Dryden wrote:
> And what if you're mounting content from the single-player games? I had to
> copy over the Zombie, Fast Zombie, and Antlion sou
Perhaps more :) I remember reading somewhere that Gabe has expressed
interest in working on Prospero after TF2 shipped
Daniel Glenn wrote:
> Obviously, they're not working on at least two retail games right now or
> anything. Be patient is my advice.
>
> On Fri, May 16, 2008 at 10:35 PM, Joel R.
I suppose you could try looking for the pk56 ident by moving back from
the end of the file to get it's starting point.
I haven't coded anything like this in a while so there could be
blatantly obvious errors.
Something like this should work:
#define IDENT (('6'<<24)+('5'<<16)+('K'<<8)+'P') //"P
I thought that option was only relevant to water surfaces.
Adam "amckern" McKern wrote:
> Do you have reflect all enabled in your video
> settings?
>
> Adam
>
>
> --- "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> wrote:
>
>
>> Is your citadel a physics prop? If it is, then it
>> won't render dur
What happens when you use something like: give weapon_(whatever your new
weapon class name is) instead of impulse 101?
Michael Mylenski wrote:
> Sorry to bother everyone, but I still have not figured this out, does
> anyone have any ideas?
>
> On Sun, May 4, 2008 at 2:25 PM, Saul Rennison <[EMAIL
I'm trying to add Jigglebone control stuff to HLMV (similar to the
physics tab) but I can't build it.
I managed to get around most of the errors with stuff from the ep1 sdk
code, but using the appframework lib from gives 3 unresolved externals.
Is there a workaround or will I just have to wait fo
I've been trying but I can't get verts in the right order :( Or
animations. I don't know what I'm doing well enough.
Ryan Sheffer wrote:
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On another note, I didnt realize the studiomdl code was released with the
sdk. I guess its time for somebod
Valve guys are so awesome for playing with us lul, but ErikJ was a haxor
last night :o
No medic in thar
http://img141.imageshack.us/img141/6077/cpgravelpit0026tg6.jpg
Jake Breen wrote:
What other stuff will the update contain.
btw Mike, Nice engineering on DustBowl last night. Too bad we lost
Excellent.
Sorry to go off topic a little: Just wondering, will we be getting the
new studiomdl source with the source code update (and for the other
tools in the current source)?
I'm really curious about the jigglebone stuff (as well as the other
goodies in the new model formats).
Thanks :)
Mik
I could have sworn that was done with a little helper sphere in Hammer
(on the prop_door_rotating ent).
Minh wrote:
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I'm having trouble creating custom models for a prop_door_rotating entity.
They always end up rotating around the middle of the
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