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 > >> >> _______________________________________________ > >> >> 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

