Re: [hlcoders] Source SDK Beta Approaches

2005-11-10 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Source SDK Beta Approaches

2005-11-10 Thread Adam \amckern\ Mckern
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: -- [ Picked text/plain from multipart/alternative ] I'm kinda

Re: [hlcoders] Source SDK Beta Approaches

2005-11-10 Thread Ignacio Martín
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,

Re: [hlcoders] Particle Attachment Updating

2005-11-10 Thread Meow Mew
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

RE: [hlcoders] Particle Attachment Updating

2005-11-10 Thread Tony \omega\ Sergi
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

RE: [hlcoders] Particle Attachment Updating

2005-11-10 Thread Tim Holt
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

Re: [hlcoders] Particle Attachment Updating

2005-11-10 Thread Jorge Rodriguez
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

Re: [hlcoders] Source SDK Beta Approaches

2005-11-10 Thread Teddy
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: -- [ Picked text/plain from multipart/alternative ] They need to impliment Parallax mapping lol. As for the HDR, I am pretty

Re: [hlcoders] Source SDK Beta Approaches

2005-11-10 Thread John Standish
-- [ Picked text/plain from multipart/alternative ] I ment they will be complied while the map is running for the first time, like the env_cubemaps right now. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: