[hlcoders] Compiling the sample shaders

2005-06-01 Thread Trauts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I tried following http://www.valve-erc.com/srcsdk/Code/AuthoringShaders.html . it didn't help. I copied files to the correct paths. when I do this: (go to the path with build_sample_shaders.bat) bui

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Trauts
Once again, bullets are instantaneous in HL1/2. In other words, there isn't really a bullet. It just checks if at the center of your crosshair you're pointing at someone, if you are, it's a hit. Message: 11 From: "r00t 3:16" <[EMAIL PROTECTED]> To: Subject: Re: [hlcoders] Weapon ballastics Date:

[hlcoders] Re: Weapon ballastics

2005-02-02 Thread trauts
Not really. Bullets are instantaneous in HL. My understanding is you'd have to make an entity representing it, render it, etc, and then apply physics. The problem with this is there is a maximum speed based on how often the position is updated. The end result is it would go to fast, jerk around, a

[hlcoders] Re: NPC's in MP

2005-01-26 Thread Trauts
Perhaps you could try looking in the correct files. In the client dll, the entities are all changed from Cwhatever to C_whatever. Therefore C_BaseCombatCharacter might not have all the same stuff the CBaseCombatCharacter class has. You need to manually add the functions. Basically, there are tw

[hlcoders] Re: Controlling NPCs

2005-01-25 Thread Trauts
Basically, there are two versions of each class/entity. For example: CBasePlayer, and C_BasePlayer. They are DIFFERENT but similar. If you add something in CBasePlayer, you might have to add it in a different class, or do something like #if !defined( CLIENT_DLL ) If the function only doesn't exi

[hlcoders] Re: Controlling NPCs

2005-01-25 Thread Trauts
Perhaps you could try looking in the correct files. In the client dll, the entities are all changed from Cwhatever to C_whatever. Therefore C_BaseCombatCharacter might not have all the same stuff the CBaseCombatCharacter class has. You need to manually add the functions. _

[hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-08 Thread Trauts
ons / damage will be proper again? Or is this automatic in HL2? -Trauts ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Trauts
Actually, I found it. View.cpp Message: 3 Date: Thu, 6 Jan 2005 01:00:01 -0800 From: David Byttow <[EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating the view angles (roll?) Reply-To: hlcoders@list.valvesoftware.com Simply build the camera matrix directly. Yo

Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Trauts
Where is this "camera" with the different vectors? I don't see it anywhere.. ran searches, etc. Message: 3 Date: Thu, 6 Jan 2005 01:00:01 -0800 From: David Byttow <[EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating the view angles (roll?) Reply-To: hlcoders@lis

[hlcoders] Rotating the view angles (roll?)

2005-01-05 Thread Trauts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Basically, I coded a wall run movetype. However, I'd like to rotate the camera so that it appears the wall they are running on is actually the floor for them. I have a normal vector to the wall, and

[hlcoders] Vector rotation

2005-01-05 Thread Trauts
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] how can I rotate a 3D vector along a plane? for example... I have a vector that points straight up a wall, and one that points to the right along the wall, and I want to rotate it to the left, so tha