I called 911.  The wambulance is on the way.

On 10/7/2009 9:15 PM, Nick wrote:
> still no reply, im not surprised though
>
> On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
> <harry101jeff...@googlemail.com>  wrote:
>> Yeah, I guess it makes much more sense if I treat it as sarcasm.
>> Meh.
>>
>> 2009/8/6 Tony Paloma<drunkenf...@hotmail.com>:
>>> I think you missed the sarcasm.
>>>
>>> -----Original Message-----
>>> From: hlcoders-boun...@list.valvesoftware.com
>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
>>> Sent: Thursday, August 06, 2009 2:53 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] whats happening with this engine
>>>
>>> They use their tools to make their games to make lots of money and
>>> game of the year... again.
>>>
>>> 2009/8/6 botman<botman.hlcod...@gmail.com>:
>>>> How else is VAVLe going to be successful unless they listen to our
>>>> helpful comments?  It's obvious they don't know what they are doing and
>>>> need our help.
>>>>
>>>> On 8/5/2009 5:47 PM, Garry Newman wrote:
>>>>> They're probably too busy doing actual work to respond to a list of
>>>>> scatterbrain pipe dream demands from a bunch of lazy modders.
>>>>>
>>>>> garry
>>>>>
>>>>> On Wed, Aug 5, 2009 at 11:34 PM, Nick<xnicho...@gmail.com>    wrote:
>>>>>> I like how valve has absolutely no response to make regarding this
>>> subject.
>>>>>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison<saul.renni...@gmail.com>
>>>   wrote:
>>>>>>> Seconded!
>>>>>>>
>>>>>>> Thanks,
>>>>>>> - Saul.
>>>>>>>
>>>>>>>
>>>>>>> 2009/7/26 Matt Hoffman<lord.matt.hoff...@gmail.com>
>>>>>>>
>>>>>>>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>>>>>>>
>>>>>>>> Or should I make a separate hlcoders email about that instead of
>>> including
>>>>>>>> all my hard-earned research in this one?
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>>>>>>>> <char...@resrchnet.com>wrote:
>>>>>>>>
>>>>>>>>> My only wish for updates to the tools is to update Faceposer to work
>>>>>>>> fully
>>>>>>>>> with Vista. Currently it is not possible to do auto-generation of the
>>>>>>>>> lip-synch data in Vista, and furthermore another dev and I both had
>>>>>>>> trouble
>>>>>>>>> on his XP machine locating a working link to the Speech SDK that
>>>>>>>> Faceposer
>>>>>>>>> requires, all the MS links were 404, etc.
>>>>>>>>>
>>>>>>>>> I will just say that doing the lip synch data yourself is extremely
>>>>>>>> lemons,
>>>>>>>>> not to mention that I am a coder not an artiste :D
>>>>>>>>>
>>>>>>>>> Chris
>>>>>>>>>
>>>>>>>>> -----Original Message-----
>>>>>>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>>>>>>>>> Pidcock
>>>>>>>>> Sent: Saturday, July 25, 2009 9:32 PM
>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>
>>>>>>>>> Whitespace should be easy to embed in the engine if you create a
>>> wrapper
>>>>>>>>> that works with the feature I presented before. Whitespace is a very
>>>>>>>> visual
>>>>>>>>> language that is great for particle effects and shaders(it is then
>>>>>>>>> translated into complex hlsl).
>>>>>>>>>
>>>>>>>>> --------------------------------------------------
>>>>>>>>> From: "Harry Jeffery"<harry101jeff...@googlemail.com>
>>>>>>>>> Sent: Sunday, July 26, 2009 4:40 AM
>>>>>>>>> To: "Discussion of Half-Life Programming"<
>>>>>>>> hlcoders@list.valvesoftware.com
>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>
>>>>>>>>>> I thought it looked so clean and easy, then I selected the
>>> whitespace.
>>>>>>>> =[
>>>>>>>>>> 2009/7/25 Spencer 'voogru' MacDonald<voo...@voogru.com>:
>>>>>>>>>>> I like this one better.
>>>>>>>>>>>
>>>>>>>>>>> http://compsoc.dur.ac.uk/whitespace/
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> -----Original Message-----
>>>>>>>>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>>>>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
>>>>>>>>>>> Sent: Saturday, July 25, 2009 10:54 AM
>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>>>
>>>>>>>>>>> Its a good job you used tinyurl, otherwise it wouldn't have fit on
>>> my
>>>>>>>>>>> screen!...
>>>>>>>>>>>
>>>>>>>>>>> 2009/7/25 Harry Pidcock<haz...@tpg.com.au>
>>>>>>>>>>>
>>>>>>>>>>>> Valve contacted me yesterday to tell me they have successfully
>>>>>>>>>>>> implemented
>>>>>>>>>>>> a
>>>>>>>>>>>> new feature.
>>>>>>>>>>>>
>>>>>>>>>>>> http://tinyurl.com/4f6mt
>>>>>>>>>>>>
>>>>>>>>>>>> I hope to see more of these innovations in the future.
>>>>>>>>>>>>
>>>>>>>>>>>> --------------------------------------------------
>>>>>>>>>>>> From: "Andrew Ritchie"<gotta...@gmail.com>
>>>>>>>>>>>> Sent: Saturday, July 25, 2009 10:21 AM
>>>>>>>>>>>> To: "Discussion of Half-Life Programming"
>>>>>>>>>>>> <hlcoders@list.valvesoftware.com
>>>>>>>>>>>> Subject: Re: [hlcoders] whats happening with this engine
>>>>>>>>>>>>
>>>>>>>>>>>>> Surely this topic could be split into several different points.
>>>>>>>>>>>> Personally
>>>>>>>>>>>>> I
>>>>>>>>>>>>> see 4 different ones here.
>>>>>>>>>>>>>
>>>>>>>>>>>>> 1) Engine features
>>>>>>>>>>>>> 2) Tools Capabilities
>>>>>>>>>>>>> 3) Tools Availability
>>>>>>>>>>>>> 4) Tools Presentation
>>>>>>>>>>>>>
>>>>>>>>>>>>> The first is ignorable, Valve is clearly only going to add new
>>>>>>>>>>>>> features
>>>>>>>>>>>> or
>>>>>>>>>>>>> change things, like BSP and displacement maps, when they think
>>> it's
>>>>>>>>>>>>> important.  It's their engine and it needs to do what their games
>>>>>>>>> need
>>>>>>>>>>>>> doing.  If you choose to use Source then you have to accept you
>>> are
>>>>>>>>>>>>> modding
>>>>>>>>>>>>> their engine.  Sure TF, CS, DoD etc.. all were mods that made
>>> Valve
>>>>>>>> a
>>>>>>>>>>> lot
>>>>>>>>>>>>> of
>>>>>>>>>>>>> money and brought huge success but they were also developed
>>> around
>>>>>>>>> the
>>>>>>>>>>>>> constraints of the engine rather than the engine being built FOR
>>>>>>>>> these
>>>>>>>>>>>>> mods
>>>>>>>>>>>>> to be made.  If a technical limitation is big enough to warrent
>>> an
>>>>>>>>>>> engine
>>>>>>>>>>>>> change then do so rather than hanging about wanting Valve to add
>>>>>>>> the
>>>>>>>>>>>>> feature, as big as the previous mentioned mods are you'd need to
>>>>>>>>>>>>> really
>>>>>>>>>>>>> prove you're up to their popularity before Valve would make a
>>>>>>>> drastic
>>>>>>>>>>>>> change
>>>>>>>>>>>>> for you.  So either accept the engine's features before you get
>>>>>>>>>>>>> underway
>>>>>>>>>>>>> or
>>>>>>>>>>>>> be prepared to encounter the fact you can't do certain things
>>>>>>>> without
>>>>>>>>>>>>> a
>>>>>>>>>>>>> lot
>>>>>>>>>>>>> of work, if not at all.
>>>>>>>>>>>>>
>>>>>>>>>>>>> The Tools Capabilities I think is what Jed was really getting at,
>>> I
>>>>>>>>>>> don't
>>>>>>>>>>>>> mean like adding features to hammer and stuff but specifically
>>>>>>>>>>>>> allowing
>>>>>>>>>>>>> the
>>>>>>>>>>>>> chance for modders to by pass say model exporting to smd and just
>>>>>>>> use
>>>>>>>>>>>>> a
>>>>>>>>>>>>> common format.  The tool would need to have the importer and
>>>>>>>>> converter
>>>>>>>>>>>>> written but I personally think that approaching Valve with a
>>>>>>>> specific
>>>>>>>>>>> and
>>>>>>>>>>>>> industry accepted intermediate format might be a good cause.
>>>>>>>>>>>>> Especially
>>>>>>>>>>>> if
>>>>>>>>>>>>> it makes life easier for getting the raw assets into a format
>>> that
>>>>>>>>> the
>>>>>>>>>>>>> tool
>>>>>>>>>>>>> can then use.
>>>>>>>>>>>>>
>>>>>>>>>>>>> With the availability of tools, I mean those asking that they be
>>>>>>>> open
>>>>>>>>>>>>> source.  Specifically referring to a comment about hammer, look
>>> at
>>>>>>>>>>>>> Worldcraft and BSP ( Yahn's editor iirc ) they were originally
>>>>>>>>>>>>> personal
>>>>>>>>>>>>> projects.  So you could take a leaf and have a bash at your own
>>>>>>>>> editor
>>>>>>>>>>>> and
>>>>>>>>>>>>> open source it, you never know might turn out to be a better
>>>>>>>> designed
>>>>>>>>>>>>> tool.
>>>>>>>>>>>>> However just having the source code to hammer, I doubt would be
>>> of
>>>>>>>>> any
>>>>>>>>>>>>> benefit, you'd have dozens of versions of the tool floating
>>> around
>>>>>>>>> and
>>>>>>>>>>> do
>>>>>>>>>>>>> you really think you could add something useful to it?  It may
>>> have
>>>>>>>>>>>>> bugs
>>>>>>>>>>>>> but
>>>>>>>>>>>>> if you advocate open source then why not take the initiative and
>>>>>>>> lead
>>>>>>>>>>>>> by
>>>>>>>>>>>>> example?
>>>>>>>>>>>>>
>>>>>>>>>>>>> The last one, has been brought up in regards to wrapping a tool
>>>>>>>> with
>>>>>>>>> a
>>>>>>>>>>> UI
>>>>>>>>>>>>> or
>>>>>>>>>>>>> removing the need for QC files.  With this I think the issue is
>>>>>>>>>>> balancing
>>>>>>>>>>>>> the technical knowledge and the capabilities of a tool.  However
>>> I
>>>>>>>>>>>>> feel
>>>>>>>>>>>> it
>>>>>>>>>>>>> again falls back to a situation where Valve are happy to use it
>>> the
>>>>>>>>>>>>> way
>>>>>>>>>>>> it
>>>>>>>>>>>>> is, they understand it and can get any of their tools to do what
>>>>>>>> they
>>>>>>>>>>>>> need.
>>>>>>>>>>>>> It's the new, non technical, or perhaps slightly lazy people who
>>>>>>>>> would
>>>>>>>>>>>>> need
>>>>>>>>>>>>> that more complex aspects automated for them.  I'd refer this
>>> back
>>>>>>>> to
>>>>>>>>>>>>> Hammer, the early days of mapping could often mean rooting around
>>>>>>>> in
>>>>>>>>> a
>>>>>>>>>>>> hex
>>>>>>>>>>>>> or text editor and as things progressed and art started needing
>>> the
>>>>>>>>>>>>> technical requirements to be simplified you found map editors
>>>>>>>> hiding
>>>>>>>>>>> away
>>>>>>>>>>>>> the old formats.  Worldcraft and Hammer essentially sit between
>>> the
>>>>>>>>>>>>> user
>>>>>>>>>>>>> and
>>>>>>>>>>>>> the BSP, VIS, RAD etc.. compilers.  The format they accept might
>>>>>>>> be,
>>>>>>>>>>>>> at
>>>>>>>>>>>>> this
>>>>>>>>>>>>> stage, more heavily tied into hammer but it's still a front end
>>> for
>>>>>>>>>>>> those.
>>>>>>>>>>>>> Again perhaps Worldcraft was a special case with Valve gobbling
>>> it
>>>>>>>>> up,
>>>>>>>>>>>>> HLMV
>>>>>>>>>>>>> too, but I think if the community is adamant enough about
>>>>>>>> simplifying
>>>>>>>>>>> and
>>>>>>>>>>>>> unifying the tool chain then perhaps a bit of proactive
>>> development
>>>>>>>>>>> could
>>>>>>>>>>>>> lead the way or at least prove to Valve that everyone is serious
>>>>>>>>> about
>>>>>>>>>>>>> rethinking the way we interact with the SDK.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Ok, sorry bit of a ramble but mainly what I wanted to share was
>>>>>>>> that
>>>>>>>>>>>>> specific things like adding FBX to the formats studiomdl can
>>> accept
>>>>>>>>>>> would
>>>>>>>>>>>>> be
>>>>>>>>>>>>> good ventures as they are specific and have an immediately
>>> obvious
>>>>>>>>>>>> reason.
>>>>>>>>>>>>> The other stuff like creating a unified system might be something
>>>>>>>>> that
>>>>>>>>>>> is
>>>>>>>>>>>>> best approached with good old community spirit.  If you're
>>> serious
>>>>>>>>>>> enough
>>>>>>>>>>>>> about wanting to use the engine but can genuinely improve the way
>>>>>>>>>>>>> users
>>>>>>>>>>>>> develop for it then get organized and see if it's a viable thing
>>> to
>>>>>>>>>>>>> tackle.
>>>>>>>>>>>>> Even if it's just to prove you were right.  I know the later is a
>>>>>>>> bit
>>>>>>>>>>>>> of
>>>>>>>>>>>> a
>>>>>>>>>>>>> cop out but Jed, Nem and NS2 (prior to dropping Source ) are
>>>>>>>> examples
>>>>>>>>>>>>> of
>>>>>>>>>>>>> those who have gone out of their way to do so with tools and
>>> Garrys
>>>>>>>>>>>>> mod
>>>>>>>>>>>> is
>>>>>>>>>>>>> a
>>>>>>>>>>>>> prime example of taking what is available game code wise and
>>> adding
>>>>>>>>>>>>> the
>>>>>>>>>>>>> extensions (Specifically scriptint) you want. Plus it beats just
>>>>>>>>>>>>> falling
>>>>>>>>>>>>> back to the "Valve Needs to Support Mods" and "Valve do whats
>>> best
>>>>>>>>> for
>>>>>>>>>>>>> Valve
>>>>>>>>>>>>> games and mods need to deal with it" arguments that go no where.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears<benmea...@gmail.com>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> As a 3D modeller, animator, and mapper, (and not a coder) I
>>> agree
>>>>>>>>>>>>>> with
>>>>>>>>>>>>>> what
>>>>>>>>>>>>>> Jed said 100%.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Jed, can you please just go work for Valve?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> great, thanks!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Jul 24, 2009 at 12:23 PM, Jed<j...@wunderboy.org>    
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> No I wasn't advocating an 3D app ->    MDL path. Simply adding
>>>>>>>>> support
>>>>>>>>>>>>>>> for a more common/cross platform 3D format to those that
>>>>>>>> StudioMDL
>>>>>>>>>>>>>>> supports.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> The problem with the SMD format is that it's an old format from
>>>>>>>>> and
>>>>>>>>>>>>>>> old engine and requires plug-ins to be written for 3D apps to
>>>>>>>>>>>>>>> support
>>>>>>>>>>>>>>> it. This leaves it down to Valve to write them.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Take Max for example - a plug-in for one version does not
>>>>>>>>>>>>>>> automatically work with another, it needs to be recompiled
>>>>>>>> against
>>>>>>>>>>> the
>>>>>>>>>>>>>>> new versions SDK. A shop like Valve is probably only going to
>>>>>>>> have
>>>>>>>>>>> one
>>>>>>>>>>>>>>> version and not upgrade every time a new one comes along.
>>>>>>>>> Therefore
>>>>>>>>>>>>>>> SMD plug-ins for other versions are going to have to be made by
>>>>>>>>> the
>>>>>>>>>>> 3D
>>>>>>>>>>>>>>> app users themselves.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Now there are plenty of suitable cross-app 3D formats such as
>>>>>>>> DAE,
>>>>>>>>>>>>>>> FBX, etc. that Valve could add support for to the StudioMDL
>>>>>>>>>>>>>>> compiler
>>>>>>>>>>>>>>> (and I've vocally expressed this to Valve many times) in
>>>>>>>>> *addition*
>>>>>>>>>>> to
>>>>>>>>>>>>>>> the SMD, OBJ and MRM formats it already supports.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> So why should they do it?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> - Common file format means more 3D apps that can produce
>>> content
>>>>>>>>>>>>>>> out-of-the-box or via publisher made plug-ins. For example
>>>>>>>> DAE/FBX
>>>>>>>>>>>>>>> is
>>>>>>>>>>>>>>> supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
>>>>>>>>>>>>>>> - Gives modders/studios/licensees choice to use the 3D app of
>>>>>>>>> their
>>>>>>>>>>>>>>> choice to create content.
>>>>>>>>>>>>>>> - Valve doesn't need to produce plug-ins for apps, just support
>>>>>>>>> the
>>>>>>>>>>>>>>> format in the compiler.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Simply put SMD format is binding end users to the few apps that
>>>>>>>>>>>>>>> write
>>>>>>>>>>>>>>> it and the generosity of community users such as myself, Prall,
>>>>>>>> et
>>>>>>>>>>> al.
>>>>>>>>>>>>>>> to write these plug-ins for the 3D apps we want to use.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Interesting case in point - a Canadian studio approached me
>>> once
>>>>>>>>>>>>>>> asking me when my plug-ins would be available for 3DS Max 2009
>>>>>>>>>>> because
>>>>>>>>>>>>>>> that was their in-shop 3D content creation tool and they had
>>>>>>>>>>>>>>> invested
>>>>>>>>>>>>>>> a lot of money in software and training and didn't want to have
>>>>>>>> to
>>>>>>>>>>>>>>> move to something else. Their apparent decision to purchase a
>>>>>>>>>>>>>>> Source
>>>>>>>>>>>>>>> license for their title was hanging on the availability of
>>>>>>>>> plug-ins
>>>>>>>>>>>>>>> for Max.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> My main issue with some of the SDK tool is that that it feels
>>>>>>>> like
>>>>>>>>>>>>>>> Valve aren't being smart about it. Good tools means wider
>>>>>>>> adoption
>>>>>>>>>>>>>>> which might result in more licensees and from a modders
>>>>>>>>>>>>>>> perspective,
>>>>>>>>>>>>>>> more people getting into it and maybe making the next
>>>>>>>>>>>>>>> CSS/TF2/Portal
>>>>>>>>>>>>>>> that Valve can snap up as their IP. I think Valve should have a
>>>>>>>>>>>>>>> dedicated tool guy (not me) turning out polished useful tools -
>>>>>>>>> not
>>>>>>>>>>>>>>> this rehashed crap that's hung over from Half-Life 1.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> - Start over with StudioMDL - make it a GUI app from the start
>>>>>>>>> (and
>>>>>>>>>>>>>>> adding batch/scripting to it wouldn't be hard)
>>>>>>>>>>>>>>> - Make HLMV a proper MFC of WPF app and get rid of the old
>>> buggy
>>>>>>>>>>>>>>> mxtk
>>>>>>>>>>>>>>> GUI from Mete's HLMV.
>>>>>>>>>>>>>>> - Add support form more 3D modern file formats and eventually
>>>>>>>>> phase
>>>>>>>>>>>>>>> out SMD, etc.
>>>>>>>>>>>>>>> - If for license/NDA reasons you can't release all the source
>>>>>>>> code
>>>>>>>>>>> for
>>>>>>>>>>>>>>> apps, at least release parts of it. A lot can be learned from
>>>>>>>> even
>>>>>>>>>>>>>>> partial code that could help us as modders make our own apps.
>>>>>>>>>>>>>>> - Add some SDK tool API stuff - for example code to render a 3D
>>>>>>>>>>> window
>>>>>>>>>>>>>>> like in HLMV. It can still require steam but make it accessible
>>>>>>>> so
>>>>>>>>>>>>>>> that developers can add support for model rendering in other
>>>>>>>> apps.
>>>>>>>>>>>>>>> - Polished tools will make the SDK/Engine more attractive to
>>> end
>>>>>>>>>>>>>>> users. Modding shouldn't be a right of passage but a warm
>>>>>>>>> welcoming
>>>>>>>>>>>>>>> experience to inspire the next great ideas.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I could go on but you get the general idea...
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> - Jed
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> 2009/7/24 Jorge Rodriguez<bs.v...@gmail.com>:
>>>>>>>>>>>>>>>> On Fri, Jul 24, 2009 at 2:41 AM, Minh<minh...@telus.net>
>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>> The .smd format is extremely robust the way  accomodates
>>>>>>>>>>>>>>>>> reference
>>>>>>>>>>>>>>> meshes,
>>>>>>>>>>>>>>>>> AND skeletal animation. So you want a method to go straight
>>>>>>>>> from
>>>>>>>>>>> 3d
>>>>>>>>>>>>>>> model /
>>>>>>>>>>>>>>>>> animation ->    .mdl ?
>>>>>>>>>>>>>>>>> How is that going to work with parametric animation? where
>>>>>>>> you
>>>>>>>>>>>>>>>>> can
>>>>>>>>>>>>>>> combine
>>>>>>>>>>>>>>>>> multiple .smds to make an animation?
>>>>>>>>>>>>>>>> Minh, while the capabilities of the studio compiler are
>>>>>>>>>>>>>>>> formidable,
>>>>>>>>>>>>>>>> it
>>>>>>>>>>>>>>> still
>>>>>>>>>>>>>>>> leaves much to be desired in terms of file format and syntax.
>>>>>>>>>>>>>>>> Don't
>>>>>>>>>>>>>> tell
>>>>>>>>>>>>>>> me
>>>>>>>>>>>>>>>> you've never struggled with the qc format. I am constantly
>>>>>>>>> having
>>>>>>>>>>>>>>> problems
>>>>>>>>>>>>>>>> with its limitations. It's a rather robust system that allows
>>>>>>>>> for
>>>>>>>>>>>>>>> combining
>>>>>>>>>>>>>>>> animations in many interesting ways, but the syntax still
>>>>>>>> pisses
>>>>>>>>>>>>>>>> me
>>>>>>>>>>>>>>>> off
>>>>>>>>>>>>>>>> quite a bit, and the technicality of it leaves it out of reach
>>>>>>>>> of
>>>>>>>>>>>>>>>> most
>>>>>>>>>>>>>>>> artists. I hear Valve wrote some simple tools around it, but
>>>>>>>> I'm
>>>>>>>>>>>>>>> surprised
>>>>>>>>>>>>>>>> they haven't replaced it entirely.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> The SMD format is perhaps a bit clunky, but I don't have too
>>>>>>>>> many
>>>>>>>>>>>>>>> problems
>>>>>>>>>>>>>>>> with it, because it does exactly what is needed, even if it
>>>>>>>> does
>>>>>>>>>>>>>>>> it
>>>>>>>>>>>>>>>> in
>>>>>>>>>>>>>> a
>>>>>>>>>>>>>>> bit
>>>>>>>>>>>>>>>> of a backwards way.
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> 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
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>> No virus found in this incoming message.
>>>>>>>>>>>>> Checked by AVG - www.avg.com
>>>>>>>>>>>>> Version: 8.5.392 / Virus Database: 270.13.28/2259 - Release Date:
>>>>>>>>>>>> 07/24/09
>>>>>>>>>>>>> 18:24:00
>>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives,
>>>>>>>>>>>> please visit:
>>>>>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>> --
>>>>>>>>>>> Sent from Olly's SEGA Game Gear
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> 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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> No virus found in this incoming message.
>>>>>>>>>> Checked by AVG - www.avg.com
>>>>>>>>>> Version: 8.5.392 / Virus Database: 270.13.30/2262 - Release Date:
>>>>>>>>> 07/25/09
>>>>>>>>>> 18:01:00
>>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> 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
>>>>>
>>>> --
>>>> Jeffrey "botman" Broome
>>>>
>>>> _______________________________________________
>>>> 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
>

-- 
Jeffrey "botman" Broome

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

Reply via email to