Re: [hlcoders] sp already has a full player model

2005-02-04 Thread David Nelson
(player/newmodelname.mdl); But you will also need to precache it. Do that in the ::Precache() function like this: PrecacheModel( models/newmodelname.mdl ); There ya go. New model David Nelson wrote: If you go into AI_InitUtils.cpp and remove the setmodel() in the ::Spawn function and then run

Re: [hlcoders] sp already has a full player model

2005-02-04 Thread David Nelson
@list.valvesoftware.com Subject: Re: [hlcoders] sp already has a full player model I guess not. I dont see how it wouldnt work. But I do work with the MP SDK rather then the SP. I dont know how it would be different. David Nelson wrote: -- [ Picked text/plain from multipart/alternative ] But actually

[hlcoders] SP Player.mdl

2005-02-03 Thread David Nelson
I recently learned that in AI_InitUtils.cpp if you remove the SetModel component in the Spawn() function the player.mdl goes away. I changed the precache function to include the barney model and set it to the barney model but ended up with a huge ugly crash. Why is this? And why would the game

[hlcoders] sp already has a full player model

2005-02-03 Thread David Nelson
If you go into AI_InitUtils.cpp and remove the setmodel() in the ::Spawn function and then run the game and type 3rd person, then load the same map you just laded a big grey model appears.. seems strange, its flatshaded and no animations besides an idle exist. Still am lost as how to set the

[hlcoders] the player model

2005-02-01 Thread David Nelson
In hl2_player.cpp I added the line in ::Precache(): PrecacheModel(models/barney.mdl); And then in the ::spawn() (same file hl2_player.cpp) I changed the SetModel( models/player.mdl ); to: SetModel( models/barney.mdl ); When I run the game and hit third person it doens't show any model. Is

Re: Re[2]: [hlcoders] Commercially released mods??

2005-01-25 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] I think he probably needs to read Half-Life 2's history in the Raising the Bar book, Gamespot's articles, and the various other articles about how Half-Life came to be. (Originally it got its ideas from the book Mist (by Stephen King I think))

[hlcoders] strength of weapons

2005-01-25 Thread David Nelson
I've been looking everywhere trying to find out how to make the pistol as strong as the 357. I've modified the ammo, added the CVars, and searched the solution and scripts many times over to figure out the difference between the 357 and pistol code wise. I can't seem to find what makes the 357's

[hlcoders] GCFScape and GCF files in general

2005-01-22 Thread David Nelson
I have been trying to download GCFScape or find any other tool to get into the GCF files but can't seem to download it at nemessis' website.. how can I get the models inside the source.gcf file? Thanks, David ___ To unsubscribe, edit your list

[hlcoders] vtf files

2005-01-22 Thread David Nelson
hey, how can we view sprites in the vtf format? Thanks, david ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] ammo?

2005-01-22 Thread David Nelson
Where is ammo declared and given properties? I've seen in in the impulse commands and in the script files but where do I start creating my own ammo? David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] sk_plr_dmg_pistol

2005-01-22 Thread David Nelson
I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol. But where is the cvar assigned a value of how much damage to do? Is this done with the DMG_BULLET? Or can you set a value to it? Thanks, David ___ To unsubscribe, edit your

Re: [hlcoders] sk_plr_dmg_pistol

2005-01-22 Thread David Nelson
] sk_plr_dmg_pistol You can set the damage for a bullet in that weapon's script file. On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson [EMAIL PROTECTED] wrote: I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol. But where is the cvar assigned a value of how much damage to do

Re: Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] I do agree that people are to lazy... and after being around for the 1st SDK I really understand what you mean and remember the people who just copied and pasted the tutorials. I think maybe making some tutorials that explain a feature and

Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-12 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] If you choose the modify half-lief 2 option, this stuff would show up. Actually I did do the modify half-life 2 option and am having the problems. But thanks for the info everyone and I will check out wavelengths forums. Thanks again, David

[hlcoders] HUD Ammo Problems

2004-12-12 Thread David Nelson
I have been searching around trying to figure out how to get the Ammo to update once a player shoots. I know that UpdateAmmoDisplays(); which is in hud_ammo.cpp needs to be called. But where do I call this function? Do I call this every time the player shoots? This seems strange that you have

[hlcoders] RecvTables and DT_WeaponPistol

2004-12-11 Thread David Nelson
Ok, I was creating my own weapon and I kept getting the error msg when trying to run the game: DataTable missing: No Matching RecvTable for SendTable 'DT_WeaponGun' I basicly cloned the pistol, and I understand that the client needs to receive my data table.. but where in the client do I do

[hlcoders] HUD, fonts, and everything else not showing up

2004-12-11 Thread David Nelson
I just tried a fresh mod that is completely unedited. When I run it, I don t see ANY pictures, text, or anything on the hud, in the console, or really anywhere. I have this installed under: C:\TestMod My valve folder is c:\valve\steam\SteamApps\username\... Could that be the problem? Or why is

[hlcoders] HUD, fonts, and everything else not showing up

2004-12-11 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] I just tried a fresh mod install that is completely unedited. When I run it I don't see ANY pictures, text, or anything on the hud, in the console, or really anywhere. I have this installed under: C:\TestMod My valve folder is

Re: [hlcoders] HUD Disappearing????

2004-12-10 Thread David Nelson
On Fri, 10 Dec 2004 01:10:33 -0500, David Nelson [EMAIL PROTECTED] wrote: ok, when I just run my empty mod without any mods from the game.. things start to disappear as soon as I shoot. The HUD's numbers (health, ammo) go blank and I can't see my health etc. Why is this? Do I need to put the hud

Re: [hlcoders] manipulating hull / bbox

2004-12-10 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] no there isn't a model for the player. You can type thirdperson while playing the game and you won't see anything. You have to set you own. David ---Original Message--- From: [EMAIL PROTECTED] Date: 12/10/04 12:42:22 To: hlcoders

[hlcoders] Understanding the SDK's Format

2004-12-09 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] Ok, as many have said before, the organization of the SDK is pretty hard to get used to. I've just got a couple questions about how you go about editing the SDK. 1) So almost of the changes you make are done in the SDK directories in the

[hlcoders] SDK Format Issues 2.

2004-12-09 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] Sorry, I meant to put this in with the first email and almost forgot. When developing for single player do you only use the SDK folders or does the HL DLL folder come into play or is that folder just an example? Thanks again! David --

[hlcoders] HUD Disappearing????

2004-12-09 Thread David Nelson
ok, when I just run my empty mod without any mods from the game.. things start to disappear as soon as I shoot. The HUD's numbers (health, ammo) go blank and I can't see my health etc. Why is this? Do I need to put the hud files in my mod directory or something? Also when I hit esc I don't see

[hlcoders] Changing Player Model

2004-12-08 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] Well since there isn't a player model in the game, how can one be added? I ve looked through almost all of the the client side and server side code and couldn't come up with anything except loading an entity's model. However there is:

[hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] ok.. so with the release of the SDK this week what do you think the surprise will be? I'm betting on HL2 Deathmatch or a couple new playable levels. Any thoughts or ideas? Thanks, David -- ___ To

Re: [hlcoders] RE: Valve GCF Editor?

2004-11-22 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] so why doesn't GCFScape work on all the .gcf files. For me it only works on half life source.gcf Thanks, David ---Original Message--- From: [EMAIL PROTECTED] Date: 11/22/04 21:55:49 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] RE:

Re: [hlcoders] Re:The CS:S Bomb Design

2004-11-12 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] Sorry about that misunderstanding. I brought this up because while using the new HLMV I noticed that there are attachment points for a pistol, rifle, grenades, etc. And the terrorist has one for the bomb on his back. So are object being

[hlcoders] The CS Bomb Design

2004-11-11 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] Hi, I am just curious as to how the CS:S Bomb is added to the player in a backpack format during the game. Are the player models physically changed or is the backpack just added to the model. And if so how is this done? Thanks for the info,

Re: [hlcoders] Is it True that we will get the SDK around HL2 relase date?

2004-11-02 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] I actually am the guy who posted the news on hl2fallout.net. I got the email directly back after only about 10 mins after I sent them the email. He said it would be released sometime around the 16th, and later confirmed within that same week if