Ya, sorry, my bad. :) I made some sweeping changes to the way the code was stored and broke registrations and the forgotten password function. I'll be more careful and thorough in my checking next time. :)
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Pat Magnan Sent: Friday, November 22, 2002 4:56 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] water gone screwy :( And I was just going to respond telling you that some of us have been TRYING to but there was an error in the registration page.. fixed now.. so never mind :) At 09:45 AM 11/21/2002 -0800, you wrote: >If you want a place to post tutorials... *cough* >http://collective.valve-erc.com/ :) > >-----Original Message----- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED]]On Behalf Of omega >Sent: Thursday, November 21, 2002 9:27 AM >To: [EMAIL PROTECTED] >Subject: RE: [hlcoders] water gone screwy :( > > >Hrm, if I starless would fix my login on nofadz I could update that >tutorial a bit.. but anyway.. > >The rescale shouldn't physically affect the water, it doesn't rescale >brushes. So maybe you're just seeing something funny when you're in the >water due to the fact that those hulls don't work with zhlt, unless you >modify hlcsg.exe so that it'll read in the qcsg formatted hulls.txt >(which is what I used when I wrote that thing) as for being tied to >water, that's simply so it can move up/down (ie: like un undertow, when >you hit the button the water fills up) and to allow it to be rendered >transparent. > >Now back to the hulls again, since you're using zhlt, zoner used a >different format on the hulls.txt . it just takes the positive values >and mirrors it exactly on the opposite. The old way you specified the >top and the bottom (you could make non-perfect boxes, the old way, so >you could in essence have the origin not in the exact center) which is >probably the problem here. So, you'll have to make new hulls and change >the code to use em. > >There's also some other things missing from that tut to make it work >perfectly, too. > > >-omega >Blackened Interactive - http://blackened-interactive.com >Front Line Force - http://www.flfmod.com > > >-----Original Message----- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED]] On Behalf Of jc >Sent: November 20, 2002 2:21 PM >To: [EMAIL PROTECTED] >Subject: [hlcoders] water gone screwy :( > >all of a sudden the water in my mod has stopped working properly (in >doesnt >extend down fully any more - there is space under the water !!). the >water >was working before and im clueless as to what could be causing this. > >i first noticed the problem after rescaling using this tut: >http://www.nofadz.com/blackened/hltuts/rescale.html > >the maps are compiled with a modified hull file using ZHLT > >has anyone had any problems like this before and can anyone suggest how >i >can fix this? i look at func_water in the sdk and its linked to a door >so im >even more clueless...... > >jc > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

