Hmm... yeah forgot about those. I'm sure I can handle it though. Of course, if 
someone would like to help out... it IS an OPENsource project... *wink wink*

> From: [email protected]
> To: [email protected]; [email protected]
> Date: Tue, 14 Jul 2009 02:16:36 +0200
> Subject: Re: [hlcoders] Material Previewer
> 
> 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
> >> >> _______________________________________________
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> >> >>
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> >>
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