I like the effect of the sound particles very much. I watched it in
mute and it was interesting. The code looks very professional actually

2012/1/26 Flávio Roberto <feg...@gmail.com>:
> Okay, here I am again!
>
> I was able to inject some code in SoundEmitterSystem.cpp that spawns a
> particle system whenever/wherever a sound effect is played. This is part of
> the ugly, temporary (and a bit simplified) code:
>
> #if defined( CLIENT_DLL )
> #include "particles_new.h"
> void AttachParticleEffectForSynaesthesia(int entindex, const Vector* origin, bool isVoice = false, float duration = 1, bool ignorez = false)
> {
>       if (!sv_synaesthesia_mode.GetBool() || origin == NULL)
>               return;
>
>       PrecacheParticleSystem("synaesthesia_particles");
>       
> CNewParticleEffect* pEffect = new CNewParticleEffect(ClientEntityList().GetBaseEntity(entindex), "synaesthesia_particles");
>
>       
> // If sound is a voice, shift it up a bit (because the sounds from voices are emitted not from the mouths, but from chararacters' bellies)
>       Vector newOrigin = *origin;
>       if (isVoice) {
>               newOrigin += Vector(0,0, 45);
>       }
>       pEffect->SetControlPoint( 0, newOrigin );
>
>       // This sets the color of the particle effect to red. Later, it'll use a
> sound processing library to extract features and set the color accordingly
>
>       pEffect->SetControlPoint( 1, Vector(255, 0, 0));
>
>
> }
> #else
> #include "particle_parse.h"
> void AttachParticleEffectForSynaesthesia(int entindex, const Vector* origin, bool isVoice = false, float duration = 1, bool ignorez = false)
> {
>       if (!sv_synaesthesia_mode.GetBool() || origin == NULL)
>               return;
>       
> DispatchParticleEffect( sv_synaesthesia_particle_name.GetString(), *origin, QAngle(0,0,1), NULL);
> }
> #endif
>
>
> Results of a previous (almost equal) version of that code and particle
> system:
>
> http://www.youtube.com/watch?v=OHJ8iTb4T54&feature=context&context=C3e61f17UDOEgsToPDskJNfp_0vvinY3J-zCIyOzex
> http://www.youtube.com/watch?v=OqKrDiiqoCA&feature=plcp&context=C3e61f17UDOEgsToPDskJNfp_0vvinY3J-zCIyOzex
>
>
>
>
>
> Now I got one problem. When the sound is emitted from the client, I am able
> to configure the particle effect. But from the server side,
> DispatchParticleEffect does not give me the opportunity (right?).
>
> So now, I am moving to a more organized implementation. AFAIK, to be able to
> configure the particle effect, I have to create them on the client. But I
> have not yet understood the client/server entities thing yet.
>
> I would like to know if this can be a good way to do it:
>
> Create a "CSynaesthesiaEntity" on the server.
> Create a "C_SynaesthesiaEntity" on the client.
>
> For sounds triggered from the client, I spawn a "C_SynaesthesiaEntity" with
> the intended parameters to configure and spawn the particle effect.
> For sounds triggered from the server, I spawn a "CSynaesthesiaEntity" that
> will only trigger a "C_SynaesthesiaEntity" that will finish the job.
>
>
> Can that work??
>
>
>
> Thanks very much!
>
> Flávio Roberto
> http://www.dcc.ufmg.br/~flavioro/
>
> PS: About the previous issue with setting up HL2 maps, I ended up finding
> the configuration files with GCFScape and using them. =)
>
>
>
>
> Em 27 de dezembro de 2011 13:15, Flávio Roberto <feg...@gmail.com> escreveu:
>
>> Hey Saul,
>>
>> That was what I chose, but the configuration files were all from EP2.
>> But I have managed to make some progress these days and I got something
>> working (using GCFScape and tuning the configuration files).
>>
>> Now, to the modding =)
>> Thanks everyone and a late merry xmas!
>>
>>
>>
>> Flávio Roberto
>> http://www.dcc.ufmg.br/~flavioro/
>>
>>
>>
>> On Fri, Dec 23, 2011 at 7:51 PM, Saul Rennison <saul.renni...@gmail.com>
>> wrote:
>>>
>>> Use "Modify HL2 Singleplayer" as your Create a Mod option. It should work
>>> exactly like HL2 as far I recall.
>>>
>>>
>>> Kind regards,
>>> Saul Rennison
>>>
>>>
>>>
>>> On 23 December 2011 16:38, Flávio Roberto <feg...@gmail.com> wrote:
>>>>
>>>> Just to clarify: the problem is that my first step is to "recreate" the
>>>> HL2 environment (map sequence, configurations etc) so I can work on top of
>>>> it. And I'm still struggling with that.
>>>>
>>>>
>>>> Flávio Roberto
>>>> http://www.dcc.ufmg.br/~flavioro/
>>>>
>>>>
>>>>
>>>> 2011/12/23 Flávio Roberto <feg...@gmail.com>
>>>>>
>>>>> Oh, that's great! Thank you aVoX and Saul!
>>>>>
>>>>> aVoX, I had already found that folder (\sourcesdk_content\hl2\mapsrc),
>>>>> but there are only some of the maps there. In this case, I believe the
>>>>> option left is to use GCFScape on ...\steamapps\half-life 2 content.gcf 
>>>>> and
>>>>> decompile, right?
>>>>>
>>>>> One more thing: the configuration files created by the "Create a Mod"
>>>>> Wizard contain information as if it were based on EP2 (chapters,
>>>>> gameinfo...).
>>>>> Is that because I used the 2007 sdk version? Is there a quick way to
>>>>> reuse all (and only) the HL2 configuration files?
>>>>>
>>>>> Thanks!
>>>>>
>>>>> Flávio Roberto
>>>>> http://www.dcc.ufmg.br/~flavioro/
>>>>>
>>>>>
>>>>>
>>>>> On Fri, Dec 23, 2011 at 5:02 AM, <a...@arcticmail.com> wrote:
>>>>>>
>>>>>> Concerning 1. you should take a look in your
>>>>>> "...\SteamApps\<USER>\sourcesdk_content\hl2\mapsrc" directory. All maps 
>>>>>> are
>>>>>> available in a Hammer-readable VMF.
>>>>>>
>>>>>> aVoX.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>> please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>
>
>
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