DId you check whether the .dlls are compiled in the right place, that is
bin directory?

On Mon, 28 Jan 2008 02:59:21 +0100, Curtis Litchfield <[EMAIL PROTECTED]>
wrote:

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I'm about 75% sure this issue has been addressed already, but i'm posting
anyway incase the 25% is right.

I started a new mod with the new sdk beta, HL2ep2.  when i do a change in
the code, rebuild and run in the debugger, my changes dont take effect.

I remember reading Mike's message saying something about fixing a problem
where the .dll files werent being copied to the \bin folder after
compiling,
and so i tried again after those changes were supposed to take place and
the
same problem still exists.

At the moment I'm not doing anything crazy, I'm just editing the color of
the flashlight.

I changed both instances of this code in flashlighteffect.cpp

    state.m_Color[0] = 1.0f;
    state.m_Color[1] = 1.0f;
    state.m_Color[2] = 1.0f;

to this:

    state.m_Color[0] = 1.248f;
    state.m_Color[1] = 2.136f;
    state.m_Color[2] = 3.0f;;

I know the values are greater than 1.0 but it worked well in the ep1
engine
before the beta sdk was released the other day.

I change this then rebuild, then start new instance, and nothing has
changed.  Is that because the code has changed? or is it an issue with
the
sdk?

The layout of this .cpp file is much better than the previous version, i
like it a lot.  And i'm new at all of this so the easier it is to read
the
better.

Is this related to the problem with the .dll files copying to the right
place? or am I completely off?

And I suppose since im here I should ask about how to finish my work with
the flashlight.
I'm trying to make a light that looks like one of those LED flashlights,
a
bright overexposed blueish light thats very uniform.  Very bright up
close,
but that fades out to darkness very quickly over distance.  I havent
messed
with the distance thing yet, but theres lots of comments in the source
file
to help me with that.  What I can't figure out is how to change the
shape of
the light itself.  I'm looking to change it from a circle to more of a
rectangle or a trapezoid.

There was a part in the ep1 code of this file that said radius, but when
i
changed it nothing happened. And there seems to be no text in the new
code
of this file that has a radius variable.0 Now i see these 2 lines:

    state.m_fHorizontalFOVDegrees = 65.0f;
    state.m_fVerticalFOVDegrees = 40.0f;

my values here are not the default,  I dont know if this works or not
however because of the problem i've already mentioned.

I did find this and I think its more the key to what i'm looking for:

CFlashlightEffect::CFlashlightEffect(int nEntIndex)
{
    m_FlashlightHandle = CLIENTSHADOW_INVALID_HANDLE;
    m_nEntIndex = nEntIndex;

    m_bIsOn = false;
    m_pPointLight = NULL;
    if( engine->GetDXSupportLevel() < 70 )
    {
        r_newflashlight.SetValue( 0 );
    }

    if ( g_pMaterialSystemHardwareConfig->SupportsBorderColor() )
    {
        m_FlashlightTexture.Init( "effects/flashlight_border",
TEXTURE_GROUP_OTHER, true );
    }
    else
    {
        m_FlashlightTexture.Init( "effects/flashlight001",
TEXTURE_GROUP_OTHER, true );
    }
}

Is the shape of the flashlight stored somewhere other than the code? I
looked in hammer to see if there was a flashlight effect under "effects\"
but i didn't find anything.

Does the flashlight come from a sprite or some other .vtf file? or is it
just an env_spotlight entity that is spawned on the player?  if that was
the
case I'd have to make a new entity right?

Anyway thanks for the help.  Its very appreciated.
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