LOL you guys do know that after every update to source you got to run the
game that your mod is based on.
So like if you're mod runs under HL2 you need to load up a map in HL2 and if
your mod runs under HL2DM you need to load up a map in HL2DM. If you don't
your mod may not work correctly.


From: "Jeff Fearn" <[EMAIL PROTECTED]>
Reply-To: [email protected]
To: [email protected]
Subject: Re: [hlcoders] filesystem_steam.dll cant load
Date: Wed, 15 Mar 2006 08:06:38 +1000

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]
> >
> >To subscribe or unsubscribe via the World Wide Web, visit
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >or, via email, send a message with subject or body 'help' to
> > [EMAIL PROTECTED]
> >
> >You can reach the person managing the list at
> > [EMAIL PROTECTED]
> >
> >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
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

Thanks, Jeff.

_______________________________________________
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

Reply via email to