Hi.

On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote:
> [ Converted text/html to text/plain ]
>
> well just woke up today to play with some things I was doing with the sdk to
> find that all my mod files will not run in hammer. I even tried making a new
> mod from scratch to test things and I got the error of filesystem_steam.dll
> cant load..  I did notice that there was an upadtae for steam just before it
> all stopped working..so what is the go here anyone have any clues to whats
> happened.
>
> thanks
>
> Adam Donovan
>
> Hybrid Media Artist
>
>
> ------------------------------------------------------------------------------
> From:  [EMAIL PROTECTED]
> Reply-To:  [email protected]
> To:  [email protected]
> Subject:  hlcoders digest, Vol 1 #2407 - 8 msgs
> Date:  Mon, 13 Mar 2006 19:36:03 -0800
> >Send hlcoders mailing list submissions to
> > [email protected]
> >
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> >or, via email, send a message with subject or body 'help' to
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> >When replying, please edit your Subject line so it is more specific
> >than "Re: Contents of hlcoders digest..."

This is a nice message, perhaps someone could add a nice message about
trimming irrelivant information out of the digest as well

And perhaps another suggesting that new emails, such as this, don't
use reply at all.

> >
> >Today's Topics:
> >
> >    1. Re: Re: Glue that damn player to the seat! (Vicent Marti)
> >    2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer)
> >    3. Re: Re: Re: Glue that damn player to the seat! (Skillet)
> >    4. IMesh::Draw() ignoring colors (Jorge Rodriguez)
> >    5. RE: IMesh::Draw() ignoring colors (Jay Stelly)
> >    6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez)
> >    7. RE: IMesh::Draw() ignoring colors (Jay Stelly)
> >    8. Problems.. (Michael Kramer)
> >
> >--__--__--

Because it's really annoying

> >Message: 1
> >Date: Mon, 13 Mar 2006 17:50:05 +0100
> >From: "Vicent Marti" <[EMAIL PROTECTED]>
> >To: [email protected]
> >Subject: [hlcoders] Re: Re: Glue that damn player to the seat!
> >Reply-To: [email protected]
> >
> >Thanks for that code, I'm sure it will come in handy. Yesterday I
> >fixed my problem by hacking the GetRenderAngles() and
> >GetRenderOrigin() functions of the player class so they return the
> >vehicle's angles and origins when inside a vehicle.
> >
> >Looks like a really cheap way to fix it (no physics involved,
> >clientside), although I'm concerned about the effects when being shoot
> >by other players, and with the position that will show on the other
> >clients. I will have to run some tests, probably give your code a
> >go...


to have to check

> >I'll make sure to write something in the Wiki as soon as I've got
> >something that really works. I can't believe nobody hasn't written
> >anything serious on vehicles yet.
> >
> >Thanks again, -Vicent.
> >
> > > [ Picked text/plain from multipart/alternative ]
> > > I don't know if this will help, but for the StickyLauncher which I have
> > > coded, the bombs stick to objects, and follow them, as you can throw the
> > > object around and it follows it as it should. The code for that is as
> > > follows:
> > >
> > > CBaseAnimating *pOtherAnim =3D dynamic_cast<CBaseAnimating *>(pOther);
> > >                     //if ( pOtherAnim )
> > >                     //{
> > >                         matrix3x4_t bombWorldSpace;
> > >                         MatrixCopy( EntityToWorldTransform(),
> bombWorldSpac=
> > > e
> > > );
> > >
> > >                         // get the bone info so we can follow the bone
> > >                         FollowEntity( pOther );
> > >                         SetOwnerEntity( pOther );
> > >                         m_boneIndexAttached =3D pOtherAnim->GetHitboxBone(
> > > tr.hitbox );
> > >                         matrix3x4_t boneToWorld;
> > >                         pOtherAnim->GetBoneTransform( m_boneIndexAttached,
> > > boneToWorld );
> > >
> > >                         // transform my current position/orientation into
> > > the hit bone's space

through 15 pages

> > >                         // UNDONE: Eventually we need to intersect with
> the
> > > mesh here
> > >                         // REVISIT: maybe do something like the decal code
> > > to find a spot on
> > >                         //            the mesh.
> > >                         matrix3x4_t worldToBone, localMatrix;
> > >                         MatrixInvert( boneToWorld, worldToBone );
> > >                         ConcatTransforms( worldToBone, bombWorldSpace,
> > > localMatrix );
> > >                         MatrixAngles( localMatrix,
> > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() );
> > >                         return;
> > >
> > >
> > >
> > > You can then, add a , SetParent( pOther );
> > >
> > > I don't know if this will help you, but it might.
> > >
> > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Over the last few days, I've been trying to get third person player
> model=
> > > s
> > > > to work when inside of vehicles.
> > > > As you may know, original HL2 has no support for this whatsoever (there
> > > > isn't even a third person player model for our dear Gordon Freeman), so
> > > > there is a small bit of coding work to get all the animations working
> > > > properly. Either way, that's working already: As you may have guessed by
> > > > the
> > > > title, my main concern is to make the animated model follow the vehicle.
> > > >
> > > > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a
> > > > simple
> > > > SetParent() which doesn't work as it should. Yes, the player model moves
> > > > and
> > > > rotates together with the vehicle, but as soon as the car leaves flat
> > > > ground
> > > > (starts climbing a slope, jumps into the air, flips over or whatever),
> th=
> > > e
> > > > player model is stuck in its original position, just like if the car was
> > > > still on flat ground.
> > > >
> > > > Obviously, I need a better way to "glue" the player to the vehicle to
> mak=
> > > e
> > > > it look at least a tad realistic. I have tried with EF_BONEMERGE, which
> > > > seems to make no effect (=BF?) and with a fixed physics constraint,
> which
> > > > makes it look buggy and jittery as hell.
> > > >
> > > > My last idea was a IPhysicsMotionController, just like the one that the
> > > > gravity gun uses, as I found this line in player.h:
> > > >
> > > > PFLAG_VPHYSICS_MOTIONCONTROLLER =3D ( 1<<4 ),    // player is physically
> > > > attached to a motion controller
> > > >
> > > > ...although I don't know how efficient would this be.
> > > >
> > > > Plus I'm sure that there must be a much cheaper, easier way around it.
> > > > So, any input on what would be the best approach to this problem is
> > > > appreciated, before I spend my whole afternoon messing with the motion
> > > > controller...
> > > >
> > > > Thanks in advance.

of crap

> > > > --
> > > > Vincent "Tanoku" Mart=ED
> > > > --
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> >
> >
> >--__--__--
> >
> >Message: 2
> >Date: Mon, 13 Mar 2006 14:27:24 -0700
> >From: "Michael Kramer" <[EMAIL PROTECTED]>
> >To: [email protected]
> >Subject: Re: [hlcoders] Re: Re: Glue that damn player to the seat!
> >Reply-To: [email protected]
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >I am going to attempt to code a motorcycle type vehicle, fi I get it working
> >then I will write a tut for the WIKI, but Im just planning it now.
> >
> >On 3/13/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
> > >
> > > Thanks for that code, I'm sure it will come in handy. Yesterday I
> > > fixed my problem by hacking the GetRenderAngles() and
> > > GetRenderOrigin() functions of the player class so they return the
> > > vehicle's angles and origins when inside a vehicle.
> > >
> > > Looks like a really cheap way to fix it (no physics involved,
> > > clientside), although I'm concerned about the effects when being shoot
> > > by other players, and with the position that will show on the other
> > > clients. I will have to run some tests, probably give your code a
> > > go...
> > >
> > > I'll make sure to write something in the Wiki as soon as I've got
> > > something that really works. I can't believe nobody hasn't written
> > > anything serious on vehicles yet.
> > >
> > > Thanks again, -Vicent.
> > >
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I don't know if this will help, but for the StickyLauncher which I have
> > > > coded, the bombs stick to objects, and follow them, as you can throw the
> > > > object around and it follows it as it should. The code for that is as
> > > > follows:
> > > >
> > > > CBaseAnimating *pOtherAnim =3D dynamic_cast<CBaseAnimating *>(pOther);
> > > >                     //if ( pOtherAnim )
> > > >                     //{
> > > >                         matrix3x4_t bombWorldSpace;
> > > >                         MatrixCopy( EntityToWorldTransform(),
> > > bombWorldSpac=
> > > > e
> > > > );
> > > >
> > > >                         // get the bone info so we can follow the bone
> > > >                         FollowEntity( pOther );
> > > >                         SetOwnerEntity( pOther );
> > > >                         m_boneIndexAttached =3D
> > > pOtherAnim->GetHitboxBone(
> > > > tr.hitbox );
> > > >                         matrix3x4_t boneToWorld;
> > > >                         pOtherAnim->GetBoneTransform(
> > > m_boneIndexAttached,
> > > > boneToWorld );
> > > >
> > > >                         // transform my current position/orientation
> > > into
> > > > the hit bone's space
> > > >                         // UNDONE: Eventually we need to intersect with
> > > the
> > > > mesh here
> > > >                         // REVISIT: maybe do something like the decal
> > > code
> > > > to find a spot on
> > > >                         //            the mesh.
> > > >                         matrix3x4_t worldToBone, localMatrix;
> > > >                         MatrixInvert( boneToWorld, worldToBone );
> > > >                         ConcatTransforms( worldToBone, bombWorldSpace,
> > > > localMatrix );
> > > >                         MatrixAngles( localMatrix,
> > > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() );
> > > >                         return;
> > > >
> > > >
> > > >
> > > > You can then, add a , SetParent( pOther );
> > > >
> > > > I don't know if this will help you, but it might.
> > > >
> > > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Over the last few days, I've been trying to get third person player
> > > model=
> > > > s
> > > > > to work when inside of vehicles.
> > > > > As you may know, original HL2 has no support for this whatsoever
> > > (there
> > > > > isn't even a third person player model for our dear Gordon Freeman),
> > > so
> > > > > there is a small bit of coding work to get all the animations working
> > > > > properly. Either way, that's working already: As you may have guessed
> > > by
> > > > > the
> > > > > title, my main concern is to make the animated model follow the
> > > vehicle.
> > > > >
> > > > > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a
> > > > > simple
> > > > > SetParent() which doesn't work as it should. Yes, the player model
> > > moves
> > > > > and
> > > > > rotates together with the vehicle, but as soon as the car leaves flat
> > > > > ground
> > > > > (starts climbing a slope, jumps into the air, flips over or whatever),
> > > th=
> > > > e
> > > > > player model is stuck in its original position, just like if the car
> > > was
> > > > > still on flat ground.
> > > > >
> > > > > Obviously, I need a better way to "glue" the player to the vehicle to
> > > mak=
> > > > e
> > > > > it look at least a tad realistic. I have tried with EF_BONEMERGE,
> > > which
> > > > > seems to make no effect (=BF?) and with a fixed physics constraint,
> > > which
> > > > > makes it look buggy and jittery as hell.
> > > > >
> > > > > My last idea was a IPhysicsMotionController, just like the one that
> > > the
> > > > > gravity gun uses, as I found this line in player.h:
> > > > >
> > > > > PFLAG_VPHYSICS_MOTIONCONTROLLER =3D ( 1<<4 ),    // player is
> > > physically
> > > > > attached to a motion controller
> > > > >
> > > > > ...although I don't know how efficient would this be.
> > > > >
> > > > > Plus I'm sure that there must be a much cheaper, easier way around it.
> > > > > So, any input on what would be the best approach to this problem is
> > > > > appreciated, before I spend my whole afternoon messing with the motion
> > > > > controller...
> > > > >
> > > > > Thanks in advance.
> > > > >
> > > > > --
> > > > > Vincent "Tanoku" Mart=ED
> > > > > --
> > > > >
> > > > > _______________________________________________
> > > > > 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
> > >
> > >
> >--
> >
> >
> >--__--__--
> >
> >Message: 3
> >Date: Mon, 13 Mar 2006 17:45:10 -0500
> >From: Skillet <[EMAIL PROTECTED]>
> >To: [email protected]
> >Subject: Re: [hlcoders] Re: Re: Glue that damn player to the seat!
> >Reply-To: [email protected]
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >An article on adding third person player models to vehicles would certainly
> >help out a lot of mod teams, as that's one of the biggest problems that
> >needs to be addressed before vehicles are feasible in gameplay.
> >
> >Good idea.
> >:)

to see if there

> >On 3/13/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I am going to attempt to code a motorcycle type vehicle, fi I get it
> > > working
> > > then I will write a tut for the WIKI, but Im just planning it now.
> > >
> > > On 3/13/06, Vicent Marti <[EMAIL PROTECTED]> wrote:

is anything else

> > > > Thanks for that code, I'm sure it will come in handy. Yesterday I
> > > > fixed my problem by hacking the GetRenderAngles() and
> > > > GetRenderOrigin() functions of the player class so they return the
> > > > vehicle's angles and origins when inside a vehicle.
> > > >
> > > > Looks like a really cheap way to fix it (no physics involved,
> > > > clientside), although I'm concerned about the effects when being shoot
> > > > by other players, and with the position that will show on the other
> > > > clients. I will have to run some tests, probably give your code a
> > > > go...
> > > >
> > > > I'll make sure to write something in the Wiki as soon as I've got
> > > > something that really works. I can't believe nobody hasn't written
> > > > anything serious on vehicles yet.
> > > >
> > > > Thanks again, -Vicent.
> > > >
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > I don't know if this will help, but for the StickyLauncher which I
> > > have
> > > > > coded, the bombs stick to objects, and follow them, as you can throw
> > > the
> > > > > object around and it follows it as it should. The code for that is as
> > > > > follows:
> > > > >
> > > > > CBaseAnimating *pOtherAnim =3D dynamic_cast<CBaseAnimating *>(pOther);
> > > > >                     //if ( pOtherAnim )
> > > > >                     //{
> > > > >                         matrix3x4_t bombWorldSpace;
> > > > >                         MatrixCopy( EntityToWorldTransform(),
> > > > bombWorldSpac=
> > > > > e
> > > > > );
> > > > >
> > > > >                         // get the bone info so we can follow the bone
> > > > >                         FollowEntity( pOther );
> > > > >                         SetOwnerEntity( pOther );
> > > > >                         m_boneIndexAttached =3D
> > > > pOtherAnim->GetHitboxBone(
> > > > > tr.hitbox );
> > > > >                         matrix3x4_t boneToWorld;
> > > > >                         pOtherAnim->GetBoneTransform(
> > > > m_boneIndexAttached,
> > > > > boneToWorld );
> > > > >
> > > > >                         // transform my current position/orientation
> > > > into
> > > > > the hit bone's space
> > > > >                         // UNDONE: Eventually we need to intersect
> > > with
> > > > the
> > > > > mesh here
> > > > >                         // REVISIT: maybe do something like the decal
> > > > code
> > > > > to find a spot on
> > > > >                         //            the mesh.
> > > > >                         matrix3x4_t worldToBone, localMatrix;
> > > > >                         MatrixInvert( boneToWorld, worldToBone );
> > > > >                         ConcatTransforms( worldToBone, bombWorldSpace,
> > > > > localMatrix );
> > > > >                         MatrixAngles( localMatrix,
> > > > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() );
> > > > >                         return;
> > > > >
> > > > >
> > > > >
> > > > > You can then, add a , SetParent( pOther );
> > > > >
> > > > > I don't know if this will help you, but it might.
> > > > >
> > > > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Over the last few days, I've been trying to get third person player
> > > > model=
> > > > > s
> > > > > > to work when inside of vehicles.
> > > > > > As you may know, original HL2 has no support for this whatsoever
> > > > (there
> > > > > > isn't even a third person player model for our dear Gordon Freeman),
> > > > so
> > > > > > there is a small bit of coding work to get all the animations
> > > working
> > > > > > properly. Either way, that's working already: As you may have
> > > guessed

of interest

> > > > by
> > > > > > the
> > > > > > title, my main concern is to make the animated model follow the
> > > > vehicle.
> > > > > >
> > > > > > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a
> > > > > > simple
> > > > > > SetParent() which doesn't work as it should. Yes, the player model
> > > > moves
> > > > > > and
> > > > > > rotates together with the vehicle, but as soon as the car leaves
> > > flat
> > > > > > ground
> > > > > > (starts climbing a slope, jumps into the air, flips over or
> > > whatever),
> > > > th=
> > > > > e
> > > > > > player model is stuck in its original position, just like if the car
> > > > was
> > > > > > still on flat ground.
> > > > > >
> > > > > > Obviously, I need a better way to "glue" the player to the vehicle
> > > to
> > > > mak=
> > > > > e
> > > > > > it look at least a tad realistic. I have tried with EF_BONEMERGE,
> > > > which
> > > > > > seems to make no effect (=BF?) and with a fixed physics constraint,
> > > > which
> > > > > > makes it look buggy and jittery as hell.
> > > > > >
> > > > > > My last idea was a IPhysicsMotionController, just like the one that
> > > > the
> > > > > > gravity gun uses, as I found this line in player.h:
> > > > > >
> > > > > > PFLAG_VPHYSICS_MOTIONCONTROLLER =3D ( 1<<4 ),    // player is
> > > > physically
> > > > > > attached to a motion controller
> > > > > >
> > > > > > ...although I don't know how efficient would this be.
> > > > > >
> > > > > > Plus I'm sure that there must be a much cheaper, easier way around
> > > it.
> > > > > > So, any input on what would be the best approach to this problem is
> > > > > > appreciated, before I spend my whole afternoon messing with the
> > > motion
> > > > > > controller...
> > > > > >
> > > > > > Thanks in advance.
> > > > > >
> > > > > > --
> > > > > > Vincent "Tanoku" Mart=ED
> > > > > > --
> > > > > >
> > > > > > _______________________________________________
> > > > > > 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
> > > >
> > > >

in the post

> > > --
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >--
> >
> >
> >--__--__--
> >
> >Message: 4
> >Date: Mon, 13 Mar 2006 18:14:43 -0500
> >From: Jorge Rodriguez <[EMAIL PROTECTED]>
> >To:  [email protected]
> >Subject: [hlcoders] IMesh::Draw() ignoring colors
> >Reply-To: [email protected]
> >
> >I am drawing a kRenderTransAdd sprite, but the IMesh drawing function
> >seems to be ignoring the values that I pass into
> >meshBuilder.Color4ubv(). For example,
> >
> >     unsigned char color[4];
> >     color[0] = 255;
> >     color[1] = 0;
> >     color[2] = 0;
> >     color[3] = 255;
> >
> >     meshBuilder.Color4ubv (color);
> >
> >[etc drawing code]
> >
> >See the code in beamdraw.cpp:DrawSpriteModel_Helper() for an example.
> >This should show the sprite as bright red, but it shows it as its normal
> >color. What gives? If this is not the correct way to set the color/alpha
> >of an additive sprite, what is? I haven't tested it with other types of
> >transparency, so I suspect this might be a kRenderTransAdd thing.
> >
> >--
> >Jorge "Vino" Rodriguez
> >
> >
> >
> >--__--__--
> >
> >Message: 5
> >Subject: RE: [hlcoders] IMesh::Draw() ignoring colors
> >Date: Mon, 13 Mar 2006 15:19:32 -0800
> >From: "Jay Stelly" <[EMAIL PROTECTED]>
> >To: <[email protected]>
> >Reply-To: [email protected]
> >
> >I'd have to look at the code to be sure, but I'm guessing that the
> >shader you're using uses the constant color not per-vertex color.
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Jorge Rodriguez
> > > Sent: Monday, March 13, 2006 3:15 PM
> > > To: [email protected]
> > > Subject: [hlcoders] IMesh::Draw() ignoring colors
> > >
> > > I am drawing a kRenderTransAdd sprite, but the IMesh drawing
> > > function seems to be ignoring the values that I pass into
> > > meshBuilder.Color4ubv(). For example,
> > >
> > >     unsigned char color[4];
> > >     color[0] = 255;
> > >     color[1] = 0;
> > >     color[2] = 0;
> > >     color[3] = 255;
> > >
> > >     meshBuilder.Color4ubv (color);
> > >
> > > [etc drawing code]
> > >
> > > See the code in beamdraw.cpp:DrawSpriteModel_Helper() for an example.
> > > This should show the sprite as bright red, but it shows it as
> > > its normal color. What gives? If this is not the correct way
> > > to set the color/alpha of an additive sprite, what is? I
> > > haven't tested it with other types of transparency, so I
> > > suspect this might be a kRenderTransAdd thing.
> > >
> > > --
> > > Jorge "Vino" Rodriguez
> > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> >--__--__--
> >
> >Message: 6
> >Date: Mon, 13 Mar 2006 18:31:06 -0500
> >From: Jorge Rodriguez <[EMAIL PROTECTED]>
> >To:  [email protected]
> >Subject: Re: [hlcoders] IMesh::Draw() ignoring colors
> >Reply-To: [email protected]
> >
> >Jay Stelly wrote:
> >
> > >I'd have to look at the code to be sure, but I'm guessing that the
> > >shader you're using uses the constant color not per-vertex color.
> > >
> > >
> >LightMappedGeneric?
> >
> >If it is using a constant color as you say, how would I go about
> >changing that? What I'm after is transparency, I'm trying to get the
> >sprite to fade in.
> >
> >--
> >Jorge "Vino" Rodriguez
> >
> >
> >
> >--__--__--
> >
> >Message: 7
> >Subject: RE: [hlcoders] IMesh::Draw() ignoring colors
> >Date: Mon, 13 Mar 2006 17:09:45 -0800
> >From: "Jay Stelly" <[EMAIL PROTECTED]>
> >To: <[email protected]>
> >Reply-To: [email protected]
> >
> >pMaterial->ColorModulate( r, g, b );
> >pMaterial->AlphaModulate( a );
> >
> >where r,g,b,a are 0.0f - 1.0f, and pMaterial is the material you are
> >binding to draw the sprite.
> >
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Jorge Rodriguez
> > > Sent: Monday, March 13, 2006 3:31 PM
> > > To: [email protected]
> > > Subject: Re: [hlcoders] IMesh::Draw() ignoring colors
> > >
> > > Jay Stelly wrote:
> > >
> > > >I'd have to look at the code to be sure, but I'm guessing that the
> > > >shader you're using uses the constant color not per-vertex color.

or if the person is

> > > >
> > > LightMappedGeneric?
> > >
> > > If it is using a constant color as you say, how would I go
> > > about changing that? What I'm after is transparency, I'm
> > > trying to get the sprite to fade in.
> > >
> > > --
> > > Jorge "Vino" Rodriguez
> > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >

just being stupid.

> >--__--__--
> >
> >Message: 8
> >Date: Mon, 13 Mar 2006 20:51:21 -0700
> >From: "Michael Kramer" <[EMAIL PROTECTED]>
> >To: [email protected]
> >Subject: [hlcoders] Problems..
> >Reply-To: [email protected]
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >I don't know what happened, whether it was the last steam update or what.
> >But since then. The AI That I coded in, for MP (followed the tutorial on the
> >WIKI) no Longer Works.
> >One of the weapons which I had, which was working perfectly (well near
> >perfect) now errors when you switch to it.
> >Once when I was switching to the normal SMG (though with a custom model) it
> >errored and kicked me out. Though the next time I did it, it i did not
> >error.
> >
> >
> >Any ideas?
> >
> >Thankx
> >
> >-Kramer
> >--
> >
> >
> >
> >--__--__--
> >
> >_______________________________________________
> >To unsubscribe, edit your list preferences, or view the list archives, please
> visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >End of hlcoders Digest
>
>
> _______________________________________________
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> visit:
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>
>

Thanks, Jeff.

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