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I'm kinda guessing/hoping that it's just the new tools that will be beta.
I'm kind of dreading the whole HDR map making thing.. I noticed that the
DoD:S maps are around 40mb each.
Apart from HDR, commentary and presumably the AI for that nose
i expect all lost coast stuff, inc new shaders (facial
bump maps), and fixes to the broken tools.
Valve, please update the complie tool source as well,
so that CST is compadiable.
Adam
--- Garry Newman [EMAIL PROTECTED] wrote:
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I'm kinda
I expect at least volume textures support. I really need them for
shaders, and at the moment I am using animated textures. But those are
no usefull at all as I get lots of errors (is the number of frames
limited?)
2005/11/10, Adam amckern Mckern [EMAIL PROTECTED]:
i expect all lost coast stuff,
Jorge Vino Rodriguez wrote:
Sounds like you're doing your particles server side. I'm not as
experienced with HL2 as opposed to HL1, but if a particle ceases to
update when you leave PVS, this tells me that the thinking is being done
on the server, and not updating the client when he moves out
There's a comment in the code somewhere about how for performance, particles
aren't updated when they're not in view of the player.
Look at the sparks for example, fire off the crossbow and as soon as it
hits, turn away really quickly, pause for a couple seconds, then turn back
around and you'll
Just thinking out loud w/o looking at code...
I bet there's some way to modify the env_smokestack code a bit to make them
persistent and update on say, range to the viewer instead of just having a
direct line of sight.
Maybe clone the smokestack code to create a new entity, and give it a new
Meow Mew wrote:
That's an interesting point about how the think functions work. The part
that makes this bazaar is that I didn't even make this particle system or
edit it in any way. The example I'm using is Valve's env_smokestack
entity,
so I truly hope the people at Valve aren't making
HDR cubemaps are already in-game (since the DOD:S update). It dosen't
work properly without the new vrad of course..
On 11/11/05, John Standish [EMAIL PROTECTED] wrote:
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They need to impliment Parallax mapping lol. As for the HDR, I am pretty
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I ment they will be complied while the map is running for the first time,
like the env_cubemaps right now.
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