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No...I was talking about the *Steam* VGUI2 interface...so you can have
access to those neato draw functions and such!
On 2/20/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
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> Thanks Alfred,
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Thanks Alfred, any iterfaces youcan provide us would be great :)
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Draco
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Unfortunately, I'm not that proficient at VGUI. I am content with not
being able to customize the menus, but I wish I could. And I wish I
could customize the loading panel (for SP games, using "progress_enable").
Alfred Reynolds wrote:
GameUI is built on top of the VGUI2 functionality (as you ma
GameUI is built on top of the VGUI2 functionality (as you may well have
guessed). I will have to chat with the team to see what our future plans
are for allowing access to that interface (for the hackers amongst you,
you can already manipulate it via the VGUI2 interfaces, but obviously
that isn't i
Access to GameUi, I think. It'd be nice if we could manipulate the menu
dialogs further... ;-)
Alfred Reynolds wrote:
We have already released the VGUI2 interfaces, see public/vgui for the
interface headers. Was there some functionality in particular you were
after?
- Alfred
Aaron Schiff wrote
We have already released the VGUI2 interfaces, see public/vgui for the
interface headers. Was there some functionality in particular you were
after?
- Alfred
Aaron Schiff wrote:
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> Do you think Valve will ever release an interface for Steam's
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Do you think Valve will ever release an interface for Steam's version of
vgui2.dll? It would be very useful to the modding community!
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ts2do
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I would like to know how to do this too, at present BGII's HUD has a really
crappy looking method of making the health bar rise and fall, we need to
mask the bit we want gone. I found that the old HL1 EnableScissors function
was missing, so I didn
amask texture?
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To:
Subject: RE: [hlcoders] VGUI2 & Masking
Date: Thu, 9 Feb 2006 11:18:35 -0800
VGUI2 already supports rendering transparent textures, just override the
paint() function of the p
VGUI2 already supports rendering transparent textures, just override the
paint() function of the panel and don't draw where you don't want pixels
(your source TGA art for the textures needs to have an alpha channel to
make use of this functionality).
- Alfred
William Ravaine wrote:
> Hey,
>
> Im
Hey,
Im trying to perform masking with VGUI surfaces. My goal is to take a base
texture and apply a binary mask texture to it (white = transparent, black =
solid) so that I can give my rectangular texture rounded edges or any other
kind of shape I want.
This is usually done by rendering the mask
set via code are always based upon the
clients native resolution).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap
Sent: Sunday, January 23, 2005 9:51 AM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI2 Positioning
with
This is a multi-part message in MIME format.
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Are the numbers defining the xpos and ypos dependant on the client’s
resolution or are they scaled so they look similar/same at runtime?
Remember how in HL1SDK there were macros called XRES and YRES? I
Hi all, first message to the list, hope you can help.
I was curious about the workings of the xpos and ypos options in the
VGUI panels. I have a panel that is 600 wide. I then have the
following:
"Resource/UI/ScoreBoard.res"
{
"scores"
{
"ControlName" "
VGUI2 is a client side system, it has nothing to do with servers (it's a
framework to draw complex UI's).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Freecode
Sent: Saturday, December 04, 2004 11:12 AM To:
[EMAIL PROTECTED] Subject:
Now that Source introduced VGUI2 is it possible to change a clients
vgui server-side or is it still done by client-side?
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