I imagine supporting some material proxies might be tough, or at least to support them in the exact same way as the engine.
----- Original Message ----- From: "Jed" <[email protected]> To: "Discussion of Half-Life Programming" <[email protected]> Sent: Tuesday, July 14, 2009 2:12 AM Subject: Re: [hlcoders] Material Previewer And I thought I was special... If I had to choose I would use the source as reference and try to implement my own solution in CG or something like that. For the most part, the shaders are pretty simple and you'll get the same of near enough the same results with your own. A lot of the techniques on how stuff comes together is mentioned in a lot of SIGGRAPH papers so you should be able to emulate it well enough. I think isolating yourself from Source itself will solve any future compatibility problems as well. VTFLib already has code to create/parse VMTs so that wouldn't be an issue and of course it reads the VTF files. So you'ld just need to write your shaders really. - Jed 2009/7/13 Brent Lewis <[email protected]>: > > For some reason clicking reply in hotmail caused this email to go straight > to jed. *shrugs* Second try: > > OK. I found the shader source code in the GCF. But I see there are many > files. And I also noticed there is C++ code related to the shaders. > > Which is more sensible, trying to emulate the shaders by reverse > engineering the code, or should I just look at the VMT commands in the VDC > and implement the features based on their description? While I want to > make things easier on myself, I don't want to sacrifice accuracy and worry > that my implementation may produce different results than Valves. > > >> Date: Sun, 12 Jul 2009 19:53:32 +0200 >> From: [email protected] >> To: [email protected] >> Subject: Re: [hlcoders] Material Previewer >> >> I looked into the viewport back in the day when the HLMV source was >> out there (I was trying to improve it as I did with JHLMV). As you >> say, it was basically a viewport linked into the engines rendering >> system. >> >> I think you might be better off trying to emulate some of the stock >> shaders yourself than link into the Valve stuff. Abstracting from that >> will at the least give you some autonomy/portability and lessen the >> chance of a Valve update borking your appl. That's was the reason we >> developed HLLib/GCFScape/VTFLib. >> >> - Jed >> >> 2009/7/12 Rodrigo 'r2d2rigo' Diaz <[email protected]>: >> > Model Viewers always had their own rendererers, AFAIK. So you will need >> > to >> > code your own... >> > >> > 2009/7/12 Brent Lewis <[email protected]> >> > >> >> >> >> Some people have requested I put a material editor into DuctTape. I'm >> >> thinking the smartest way to do this would be to actually get the >> >> source >> >> engine to render it, like as is done in the engines "-tools" mode. I'm >> >> guessing that the half life model viewer uses a view port via the >> >> engine... >> >> so how can I do the same? >> >> >> >> Thank, >> >> coder0xff >> >> _______________________________________________ >> >> 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

