My only wish for updates to the tools is to update Faceposer to work fully
with Vista. Currently it is not possible to do auto-generation of the
lip-synch data in Vista, and furthermore another dev and I both had trouble
on his XP machine locating a working link to the Speech SDK that Faceposer
requires, all the MS links were 404, etc.

I will just say that doing the lip synch data yourself is extremely lemons,
not to mention that I am a coder not an artiste :D

Chris

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Pidcock
Sent: Saturday, July 25, 2009 9:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine

Whitespace should be easy to embed in the engine if you create a wrapper
that works with the feature I presented before. Whitespace is a very visual
language that is great for particle effects and shaders(it is then
translated into complex hlsl).

--------------------------------------------------
From: "Harry Jeffery" <harry101jeff...@googlemail.com>
Sent: Sunday, July 26, 2009 4:40 AM
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] whats happening with this engine

> 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
>>> >> >
>>> >> >
>>> >> _______________________________________________
>>> >> To unsubscribe, edit your list preferences, or view the list
>>> >> archives,
>>> >> please visit:
>>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>> >>
>>> >>
>>> > _______________________________________________
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>> >
>>> >
>>>
>>>
>>>
>>> >
>>> > No virus found in this incoming message.
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>>> > Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release Date:
>>> 07/24/09
>>> > 18:24:00
>>> >
>>>
>>> _______________________________________________
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>
>>
>> --
>> Sent from Olly's SEGA Game Gear
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>
> _______________________________________________
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> please visit:
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>



>
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