Re: [hlcoders] vgui2.dll

2006-02-20 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked text/plain from multipart/alternative ] > Thanks Alfred,

Re: [hlcoders] vgui2.dll

2006-02-19 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Thanks Alfred, any iterfaces youcan provide us would be great :) -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mai

Re: [hlcoders] vgui2.dll

2006-02-19 Thread Kamran
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

RE: [hlcoders] vgui2.dll

2006-02-19 Thread Alfred Reynolds
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

Re: [hlcoders] vgui2.dll

2006-02-19 Thread Kamran
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

RE: [hlcoders] vgui2.dll

2006-02-19 Thread Alfred Reynolds
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: > -- > [ Picked text/plain from multipart/alternative ] > Do you think Valve will ever release an interface for Steam's

[hlcoders] vgui2.dll

2006-02-19 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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! -- ts2do -- ___ To unsubscribe, edit your list preferences, or vie

Re: [hlcoders] VGUI2 & Masking

2006-02-09 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] VGUI2 & Masking

2006-02-09 Thread William Ravaine
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

RE: [hlcoders] VGUI2 & Masking

2006-02-09 Thread Alfred Reynolds
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

[hlcoders] VGUI2 & Masking

2006-02-09 Thread William Ravaine
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

RE: [hlcoders] VGUI2 Positioning with Resource Files

2005-01-23 Thread Alfred Reynolds
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

[hlcoders] VGUI2 Positioning with Resource Files

2005-01-23 Thread Cale Dunlap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] VGUI2 layout options

2005-01-09 Thread Christensen, Grant
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" "

RE: [hlcoders] VGUI2

2004-12-04 Thread Alfred Reynolds
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:

[hlcoders] VGUI2

2004-12-04 Thread Freecode
Now that Source introduced VGUI2 is it possible to change a clients vgui server-side or is it still done by client-side? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listi