I thought it looked so clean and easy, then I selected the whitespace. =[

2009/7/25 Spencer 'voogru' MacDonald <voo...@voogru.com>:
> I like this one better.
>
> http://compsoc.dur.ac.uk/whitespace/
>
>
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
> Sent: Saturday, July 25, 2009 10:54 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] whats happening with this engine
>
> Its a good job you used tinyurl, otherwise it wouldn't have fit on my
> screen!...
>
> 2009/7/25 Harry Pidcock <haz...@tpg.com.au>
>
>> Valve contacted me yesterday to tell me they have successfully implemented
>> a
>> new feature.
>>
>> http://tinyurl.com/4f6mt
>>
>> I hope to see more of these innovations in the future.
>>
>> --------------------------------------------------
>> From: "Andrew Ritchie" <gotta...@gmail.com>
>> Sent: Saturday, July 25, 2009 10:21 AM
>> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com
>> >
>> Subject: Re: [hlcoders] whats happening with this engine
>>
>> > Surely this topic could be split into several different points.
>> Personally
>> > I
>> > see 4 different ones here.
>> >
>> > 1) Engine features
>> > 2) Tools Capabilities
>> > 3) Tools Availability
>> > 4) Tools Presentation
>> >
>> > The first is ignorable, Valve is clearly only going to add new features
>> or
>> > change things, like BSP and displacement maps, when they think it's
>> > important.  It's their engine and it needs to do what their games need
>> > doing.  If you choose to use Source then you have to accept you are
>> > modding
>> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
> lot
>> > of
>> > money and brought huge success but they were also developed around the
>> > constraints of the engine rather than the engine being built FOR these
>> > mods
>> > to be made.  If a technical limitation is big enough to warrent an
> engine
>> > change then do so rather than hanging about wanting Valve to add the
>> > feature, as big as the previous mentioned mods are you'd need to really
>> > prove you're up to their popularity before Valve would make a drastic
>> > change
>> > for you.  So either accept the engine's features before you get underway
>> > or
>> > be prepared to encounter the fact you can't do certain things without a
>> > lot
>> > of work, if not at all.
>> >
>> > The Tools Capabilities I think is what Jed was really getting at, I
> don't
>> > mean like adding features to hammer and stuff but specifically allowing
>> > the
>> > chance for modders to by pass say model exporting to smd and just use a
>> > common format.  The tool would need to have the importer and converter
>> > written but I personally think that approaching Valve with a specific
> and
>> > industry accepted intermediate format might be a good cause. Especially
>> if
>> > it makes life easier for getting the raw assets into a format that the
>> > tool
>> > can then use.
>> >
>> > With the availability of tools, I mean those asking that they be open
>> > source.  Specifically referring to a comment about hammer, look at
>> > Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
>> > projects.  So you could take a leaf and have a bash at your own editor
>> and
>> > open source it, you never know might turn out to be a better designed
>> > tool.
>> > However just having the source code to hammer, I doubt would be of any
>> > benefit, you'd have dozens of versions of the tool floating around and
> do
>> > you really think you could add something useful to it?  It may have bugs
>> > but
>> > if you advocate open source then why not take the initiative and lead by
>> > example?
>> >
>> > The last one, has been brought up in regards to wrapping a tool with a
> UI
>> > or
>> > removing the need for QC files.  With this I think the issue is
> balancing
>> > the technical knowledge and the capabilities of a tool.  However I feel
>> it
>> > again falls back to a situation where Valve are happy to use it the way
>> it
>> > is, they understand it and can get any of their tools to do what they
>> > need.
>> > It's the new, non technical, or perhaps slightly lazy people who would
>> > need
>> > that more complex aspects automated for them.  I'd refer this back to
>> > Hammer, the early days of mapping could often mean rooting around in a
>> hex
>> > or text editor and as things progressed and art started needing the
>> > technical requirements to be simplified you found map editors hiding
> away
>> > the old formats.  Worldcraft and Hammer essentially sit between the user
>> > and
>> > the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at
>> > this
>> > stage, more heavily tied into hammer but it's still a front end for
>> those.
>> > Again perhaps Worldcraft was a special case with Valve gobbling it up,
>> > HLMV
>> > too, but I think if the community is adamant enough about simplifying
> and
>> > unifying the tool chain then perhaps a bit of proactive development
> could
>> > lead the way or at least prove to Valve that everyone is serious about
>> > rethinking the way we interact with the SDK.
>> >
>> > Ok, sorry bit of a ramble but mainly what I wanted to share was that
>> > specific things like adding FBX to the formats studiomdl can accept
> would
>> > be
>> > good ventures as they are specific and have an immediately obvious
>> reason.
>> > The other stuff like creating a unified system might be something that
> is
>> > best approached with good old community spirit.  If you're serious
> enough
>> > about wanting to use the engine but can genuinely improve the way users
>> > develop for it then get organized and see if it's a viable thing to
>> > tackle.
>> > Even if it's just to prove you were right.  I know the later is a bit of
>> a
>> > cop out but Jed, Nem and NS2 (prior to dropping Source ) are examples of
>> > those who have gone out of their way to do so with tools and Garrys mod
>> is
>> > a
>> > prime example of taking what is available game code wise and adding the
>> > extensions (Specifically scriptint) you want. Plus it beats just falling
>> > back to the "Valve Needs to Support Mods" and "Valve do whats best for
>> > Valve
>> > games and mods need to deal with it" arguments that go no where.
>> >
>> > On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears <benmea...@gmail.com> wrote:
>> >
>> >> As a 3D modeller, animator, and mapper, (and not a coder) I agree with
>> >> what
>> >> Jed said 100%.
>> >>
>> >> Jed, can you please just go work for Valve?
>> >>
>> >> great, thanks!
>> >>
>> >> On Fri, Jul 24, 2009 at 12:23 PM, Jed <j...@wunderboy.org> wrote:
>> >>
>> >> > No I wasn't advocating an 3D app -> MDL path. Simply adding support
>> >> > for a more common/cross platform 3D format to those that StudioMDL
>> >> > supports.
>> >> >
>> >> > The problem with the SMD format is that it's an old format from and
>> >> > old engine and requires plug-ins to be written for 3D apps to support
>> >> > it. This leaves it down to Valve to write them.
>> >> >
>> >> > Take Max for example - a plug-in for one version does not
>> >> > automatically work with another, it needs to be recompiled against
> the
>> >> > new versions SDK. A shop like Valve is probably only going to have
> one
>> >> > version and not upgrade every time a new one comes along. Therefore
>> >> > SMD plug-ins for other versions are going to have to be made by the
> 3D
>> >> > app users themselves.
>> >> >
>> >> > Now there are plenty of suitable cross-app 3D formats such as DAE,
>> >> > FBX, etc. that Valve could add support for to the StudioMDL compiler
>> >> > (and I've vocally expressed this to Valve many times) in *addition*
> to
>> >> > the SMD, OBJ and MRM formats it already supports.
>> >> >
>> >> > So why should they do it?
>> >> >
>> >> > - Common file format means more 3D apps that can produce content
>> >> > out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
>> >> > supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
>> >> > - Gives modders/studios/licensees choice to use the 3D app of their
>> >> > choice to create content.
>> >> > - Valve doesn't need to produce plug-ins for apps, just support the
>> >> > format in the compiler.
>> >> >
>> >> > Simply put SMD format is binding end users to the few apps that write
>> >> > it and the generosity of community users such as myself, Prall, et
> al.
>> >> > to write these plug-ins for the 3D apps we want to use.
>> >> >
>> >> > Interesting case in point - a Canadian studio approached me once
>> >> > asking me when my plug-ins would be available for 3DS Max 2009
> because
>> >> > that was their in-shop 3D content creation tool and they had invested
>> >> > a lot of money in software and training and didn't want to have to
>> >> > move to something else. Their apparent decision to purchase a Source
>> >> > license for their title was hanging on the availability of plug-ins
>> >> > for Max.
>> >> >
>> >> > My main issue with some of the SDK tool is that that it feels like
>> >> > Valve aren't being smart about it. Good tools means wider adoption
>> >> > which might result in more licensees and from a modders perspective,
>> >> > more people getting into it and maybe making the next CSS/TF2/Portal
>> >> > that Valve can snap up as their IP. I think Valve should have a
>> >> > dedicated tool guy (not me) turning out polished useful tools - not
>> >> > this rehashed crap that's hung over from Half-Life 1.
>> >> >
>> >> > - Start over with StudioMDL - make it a GUI app from the start (and
>> >> > adding batch/scripting to it wouldn't be hard)
>> >> > - Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
>> >> > GUI from Mete's HLMV.
>> >> > - Add support form more 3D modern file formats and eventually phase
>> >> > out SMD, etc.
>> >> > - If for license/NDA reasons you can't release all the source code
> for
>> >> > apps, at least release parts of it. A lot can be learned from even
>> >> > partial code that could help us as modders make our own apps.
>> >> > - Add some SDK tool API stuff - for example code to render a 3D
> window
>> >> > like in HLMV. It can still require steam but make it accessible so
>> >> > that developers can add support for model rendering in other apps.
>> >> > - Polished tools will make the SDK/Engine more attractive to end
>> >> > users. Modding shouldn't be a right of passage but a warm welcoming
>> >> > experience to inspire the next great ideas.
>> >> >
>> >> > I could go on but you get the general idea...
>> >> >
>> >> > - Jed
>> >> >
>> >> >
>> >> > 2009/7/24 Jorge Rodriguez <bs.v...@gmail.com>:
>> >> > > On Fri, Jul 24, 2009 at 2:41 AM, Minh <minh...@telus.net> wrote:
>> >> > >
>> >> > >> The .smd format is extremely robust the way  accomodates reference
>> >> > meshes,
>> >> > >> AND skeletal animation. So you want a method to go straight from
> 3d
>> >> > model /
>> >> > >> animation -> .mdl ?
>> >> > >> How is that going to work with parametric animation? where you can
>> >> > combine
>> >> > >> multiple .smds to make an animation?
>> >> > >
>> >> > >
>> >> > > Minh, while the capabilities of the studio compiler are formidable,
>> >> > > it
>> >> > still
>> >> > > leaves much to be desired in terms of file format and syntax. Don't
>> >> tell
>> >> > me
>> >> > > you've never struggled with the qc format. I am constantly having
>> >> > problems
>> >> > > with its limitations. It's a rather robust system that allows for
>> >> > combining
>> >> > > animations in many interesting ways, but the syntax still pisses me
>> >> > > off
>> >> > > quite a bit, and the technicality of it leaves it out of reach of
>> >> > > most
>> >> > > artists. I hear Valve wrote some simple tools around it, but I'm
>> >> > surprised
>> >> > > they haven't replaced it entirely.
>> >> > >
>> >> > > The SMD format is perhaps a bit clunky, but I don't have too many
>> >> > problems
>> >> > > with it, because it does exactly what is needed, even if it does it
>> >> > > in
>> >> a
>> >> > bit
>> >> > > of a backwards way.
>> >> >
>> >> > _______________________________________________
>> >> > To unsubscribe, edit your list preferences, or view the list
> archives,
>> >> > please visit:
>> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >> >
>> >> >
>> >> _______________________________________________
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>> >> please visit:
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>> >>
>> >>
>> > _______________________________________________
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>> > please visit:
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>> >
>> >
>>
>>
>>
>> >
>> > No virus found in this incoming message.
>> > Checked by AVG - www.avg.com
>> > Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release Date:
>> 07/24/09
>> > 18:24:00
>> >
>>
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>>
>
>
> --
> Sent from Olly's SEGA Game Gear
> _______________________________________________
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