.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Date: Wed, 17 Jan 2007 15:48:05 -0500
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did you get it okay? :)
On 1/17/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> It was faster for me to
ike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard
> Sent: Wednesday, January 17, 2007 11:11 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
&
: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
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[ Picked text/plain from multipart/alternative ] You don't have access to that
stuff at Valve :o?
/ProZak
On 17/01/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> E-mail
visible in game. Even if I rename a blood VTF from
> "Effects/".
>
> Any ideas?
>
>
> >From: "Ben Everett" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To:
> >Subject: RE: [hlcoders] UTIL_BloodStream (I mean ST
ginal Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Wednesday, January 17, 2007 1:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
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You know for a second here, I thought I was in the hl2world.com forums..
:)
- Original Message -
From: "Nate Nichols" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, January 17, 2007 9:53 AM
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Jay,
A wise m
obias
Kammersgaard
Sent: Wednesday, January 17, 2007 1:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
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You don't have access to that stuff at Valve :o?
/ProZak
On 17/01/07, Mike Dura
problem for you going forward.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö
> Sent: Wednesday, January 17, 2007 9:55 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] UTIL_BloodStr
: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
That would be really helpfull Omega; I don't think Valve would care about
licencing when it comes to a file of a few bytes like this one.
Send it as an attatchment diectly to my email or som
OTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Date: Wed, 17 Jan 2007 12:35:39 -0500
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it appears as though it's only inside half-life source.g
Jay,
A wise man once said "If you have nothing nice to say, dont say
anything at all." That wise person was you, on October 2, 2006, and
it remains good advice.
Best,
Nate
On 17/01/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
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it appears a
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it appears as though it's only inside half-life source.gcf.
i guess because nothing besides hl1source uses it ;)
hrm, if it's okay to upload it, i can extract it. i dunno how the licensing
works for hl2 now.
On 1/17/07, Mukkan Yhtiö <[EMAIL PR
\"omega\" Sergi" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
Date: Wed, 17 Jan 2007 12:17:56 -0500
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ANYWAY. It's still most definitely a material issue.
I was looking at the wrong one, but if you look at c_te_particlesystem.cpp
you can see it still needs one.
so if you're getting the no-texture texture, then look at this:
if(m_MaterialHand
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oops, my bad. i read spray every single time ;x
and stop being so rude.
On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> How about looking at the correct function; namely UTIL_BloodStream;
> and forget about the materials and functions per
Can't we all just get along?
-Original Message-
From: Jay Croghan [mailto:[EMAIL PROTECTED]
Sent: Wednesday, January 17, 2007 12:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)
How about looking at the correct fun
How about looking at the correct function; namely UTIL_BloodStream;
and forget about the materials and functions pertaining to
UTIL_BloodSpray, hows that sound?
- Jay
Quoting "Tony \omega\ Sergi" <[EMAIL PROTECTED]>:
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Also, if you look at FX_
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Also, if you look at FX_BloodSpray..
here's a material!
PMaterialHandlehMaterial = ParticleMgr()->GetPMaterial(
"effects/blood_drop" );
and even further.. for FX_BLOODSPRAY_GORE
hMaterial = ParticleMgr()->GetPMaterial( "e
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g_sModelIndexBloodSpray = modelinfo->GetModelIndex
("sprites/bloodspray.vmt"); // initial blood
uhh yeah it does.
On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> Thanks LDuke,
>
> First off "Tony omega Sergi"; it's called "not having a g
Thanks LDuke,
First off "Tony omega Sergi"; it's called "not having a god damn clue
before answering".
Secondly, if you had bothered your tiny mind to peek at the function
you would notice it doesn't reference anything to do with any
materials. Try again.
- Jay
Quoting LDuke <[EMAIL PROTECTED]
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Which material might that be?
Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm
pretty sure there is no material that you're going to find in the gcf files.
On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
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it's called materials missing that you need to extract from one of the
gcf's..
On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> This has been brought up before and no explanation has even been offered.
>
> - Jay
>
>
> Quoting Mukkan Yhtiö
This has been brought up before and no explanation has even been offered.
- Jay
Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
For some reason when I call UTIL_BloodStream; everything works fine but the
blood shows up as blocks of "unidentified" texture.
Any one know why this might be happening o
For some reason when I call UTIL_BloodStream; everything works fine but the
blood shows up as blocks of "unidentified" texture.
Any one know why this might be happening or how I can fix it?
Thanks
_
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