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
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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.
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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
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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
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
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:
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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
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:
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(
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
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
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