Re: [hlcoders] Whats the best way to make an ORB Effect?

2007-01-18 Thread Jed
Just an idea, how about a model? Several effects in HL2 are model based - the combine ball, the big explosion and in EP2 the citadel clouds, etc. You could make a big sphere and put a translucent texture on it, depends on how you want to use it really. - Jed On 16/01/07, Mukkan Yhtiö [EMAIL

Re: [hlcoders] console woes

2007-01-18 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] Theres a bug on QWERTZ keyboards not being able to use the console button, you'll have to add it on your config.cfg to another button or something. -- ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] console woes

2007-01-18 Thread Jed
Yeah it's in bugzilla and it's been there since Source came out. I have a Swedish keyboard and can't get the console up no matter what and have to edit the config file everytime to use F10. Would be nice if by default the console key was included in the keyboard configuration menu so you can

Re: [hlcoders] Whats the best way to make an ORB Effect?

2007-01-18 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] You can use current code to create a polygon sphere but no collision as far as I know. On 1/18/07, Jed [EMAIL PROTECTED] wrote: Just an idea, how about a model? Several effects in HL2 are model based - the combine ball, the big explosion

Subject: Re: [hlcoders] console woes

2007-01-18 Thread Adam Donovan
well we had it working on the same computer a few months ago and I have not changed anything. I knew about the eu keyboard thing because we have German keyboards. I managed to get around this by changing the default keyboard layout in windows to English and then the console would come up. Also

Re: [hlcoders] Whats the best way to make an ORB Effect?

2007-01-18 Thread Mukkan Yhti
Man I wish I knew how to port my modells into the Source Engine; I can modell in 3DS Max but converting the models into the source engine isnt a terribly easy job; no matter what I try the end result just doesnt work. From: Ryan Sheffer [EMAIL PROTECTED] Reply-To:

Re: [hlcoders] Whats the best way to make an ORB Effect?

2007-01-18 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] You need to make sure they work in HLMV first if they work there, it should be no problem getting them into the Source Engine. If you can't get them into HLMV you need to learn how to compile models using the .qc and studiomdl builder. You can

Re: [hlcoders] Whats the best way to make an ORB Effect?

2007-01-18 Thread Minh
You should check out this tool. It makes compiling models into the Source engine a lot more user friendly. http://www.chaosincarnate.net/cannonfodder/cftools.php?program=studiocompiler - Original Message - From: Mukkan Yhtiö [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent:

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-18 Thread Teddy
Thanks Jay! The hacky workaround fixed the triggers through doors bug, now i can have the best of both worlds. For anyone who's interested, here's the code snippet: void CDYSPlayer::PhysicsTouchTriggers( const Vector *pPrevAbsOrigin ) { CollisionProp()-SetSurroundingBoundsType(

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-18 Thread Jon Day
I'm very interested in finding out how well Dystopia performs with the USE_HITBOXES system as that really does seem like a good way to do it. Could save CPU cycles if the bbox that USE_HITBOXES would compute was instead pre-defined for each animation frame in the actual model/animation files (or

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-18 Thread Ben Everett
Memory and CPU cycles are cheap ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Day Sent: Thursday, January 18, 2007 10:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I'm very interested in finding out