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