That's great, I cant wait to see what you come up with tbh.
Good luck mang. :)

On Mon, Jul 13, 2009 at 7:44 PM, Brent Lewis <[email protected]> wrote:

>
> 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
>
>


-- 
~Ryan ( skidz )
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to