They're probably too busy doing actual work to respond to a list of
scatterbrain pipe dream demands from a bunch of lazy modders.

garry

On Wed, Aug 5, 2009 at 11:34 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
>
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to