Usally the only one to reply to these are Toni Sergi and I don't even know
if he works at valve. Somewhere I heard he just works for valve... Not sure
where I heard it (or if it's true).

On Wed, Aug 5, 2009 at 3:34 PM, Nick <xnicho...@gmail.com> wrote:

> I like how valve has absolutely no response to make regarding this subject.
>
> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison<saul.renni...@gmail.com>
> wrote:
> > Seconded!
> >
> > Thanks,
> > - Saul.
> >
> >
> > 2009/7/26 Matt Hoffman <lord.matt.hoff...@gmail.com>
> >
> >> I for one would also like a fix for the ATI Hammer text... jaggies.
> >>
> >> Or should I make a separate hlcoders email about that instead of
> including
> >> all my hard-earned research in this one?
> >>
> >>
> >> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
> >> <char...@resrchnet.com>wrote:
> >>
> >> > 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.
> >> > >>> > Checked by AVG - www.avg.com
> >> > >>> > Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release
> Date:
> >> > >>> 07/24/09
> >> > >>> > 18:24:00
> >> > >>> >
> >> > >>>
> >> > >>> _______________________________________________
> >> > >>> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> > >>> 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:
> >> > >> 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.
> >> > > Checked by AVG - www.avg.com
> >> > > Version: 8.5.392 / Virus Database: 270.13.30/2262 - Release Date:
> >> > 07/25/09
> >> > > 18:01:00
> >> > >
> >> >
> >> > _______________________________________________
> >> > 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
> >>
> >>
> > _______________________________________________
> > 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
>
>
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