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

