RE: [hlcoders] view models
looks like you are going to have to play with the origin of the model. This link should help out. http://www.planetquake.com/polycount/resources/halflife/tutorials/scarecrows _tutorials/weapons/compiling.shtml -Original Message- From: Dave R. Meyers [SMTP:[EMAIL PROTECTED]] Sent: Saturday, January 19, 2002 2:32 AM To: [EMAIL PROTECTED] Subject: [hlcoders] view models Ok, I can decompile teh models, and recompile them fine, but when I use them, it is like they stick out somewhat. I have included a picture for you all to look at to see the problem. Now just to test this, I decompiled a viewmodel, recompiled it, then started the game, and it was messed up. I did no editing of anysort to it. Anyone have this problem before, and know a work around? Dave File: HalfL00e.JPG ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] view models
Yeap. that was it. I needed $origin 0 -10 0 to set it straight Thanks tons, Dave - Original Message - From: Dutton, Aaron [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 18, 2002 10:54 PM Subject: RE: [hlcoders] view models looks like you are going to have to play with the origin of the model. This link should help out. http://www.planetquake.com/polycount/resources/halflife/tutorials/scarecrows _tutorials/weapons/compiling.shtml -Original Message- From: Dave R. Meyers [SMTP:[EMAIL PROTECTED]] Sent: Saturday, January 19, 2002 2:32 AM To: [EMAIL PROTECTED] Subject: [hlcoders] view models Ok, I can decompile teh models, and recompile them fine, but when I use them, it is like they stick out somewhat. I have included a picture for you all to look at to see the problem. Now just to test this, I decompiled a viewmodel, recompiled it, then started the game, and it was messed up. I did no editing of anysort to it. Anyone have this problem before, and know a work around? Dave File: HalfL00e.JPG ___ 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
RE: [hlcoders] DMC GLOW
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_TELEPORT ); WRITE_COORD(pPlayer-pev-origin.x); WRITE_COORD(pPlayer-pev-origin.y); WRITE_COORD(pPlayer-pev-origin.z); MESSAGE_END(); Add in gamerules after spawn. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [EMAIL PROTECTED] Sent: den 15 januari 2002 16:50 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DMC GLOW This is a client-side effect, and needs code on both the client and server side. On the server side, look for g_usPowerUp in client.cpp, combat.cpp, player.cpp, and quake_items.cpp. On the client side, look for EV_PlayerPowerup in ev_hldm.cpp There is some more you will need to find, but this should get you started in the right direction. -Scott dos ap wrote: Sorry, i really am... i never used these mailing list and someone on http://www.topica.com/ told me to go here and i though my old post would be here about my question oh well here is my post from topica okay, in DMC when you pick up a rune: like quad damage you make the area around you light up i spent around 2 days looking in the source code for DMC to see how they make the area around the player light and the player glow does anyone know where does this function is kept or anything about it. i also looked in all files search thing for render,rendercolor, //glow and rgb i found some stuff and i try editing it but nothing happesn in the game, those stuff are in the CBasePlayer::PowerUpThink thanks somone told me this would been done the in the client files... does anyone know where the glowing of the shell happens in the client i found how they made the rocket glow gEngfuncs.pEfxAPI-CL_AllocDlight but i only found it 3 times in the dmc/ dir... odd eh? i never really did any client FX and this is so like over whelming _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ 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
Re: [hlcoders] Hull3?
Lets try sending this again :} ah, I follow you, and the SetObjectCollisionBox() takes the boxes values from pev-mins and pev-maxs (in CBaseEntity at least, which is what CBasePlayer uses). So, if the models hull box is correct (ie it's colliding with world object correctly) but the hit boxes are stuck in the middle of it's body (well away from the edges of the box) its pretty safe to assume that the problem lays with, as u said a few emails back, with model version (client / server wise) or the hitboxes needing to be rebuilt. Nothing is ever safe to say! :) I'm just basing that assumption on what Mr Bloke From Valve was saying, to see if he could come up with anything that mucks up that assumption. One other point, I know of r_drawentities 4 to draw semi-transparant hitboxes on a model to see where there are, however is there some way of drawing a box around an entitys hull to see where that is? Or is there some way it can be done client side? (either a description or a pointer to some code would be handy) I used r_drawentities 4 and everything looks correct to me. I have posted 2 screen shots that display the hitboxes in game at http://swarm.edgegaming.com/ss/sw_nite.jpg and http://swarm.edgegaming.com/ss/sw_nite0001.jpg We've got the same problem as u, using r_drawentites 4 the hit boxes show up correct as well, however, unlike the human models the hit boxes on the Erad model (a resized robo model atm) only show up white... I doubt this is effecting it, but I thought I should mension it on the off chance :) Rob cause I dont wanna be a hero and I dont wanna be a zero - Feeder, Turn Jon Henry Lee, Your memory will live on in your fans and your music, Rest In Peace ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Trigger_counter bug resolved (+ other questions)!
PF_MessageEnd_I: Unknown User Msg 65 After this, the clip value of the HUD isn't updated :( WHAT DOES THIS MESSAGE MEAN ??? Any help would be very very VERY appreciated :) User msg 65 is the first user message created using REG_USER_MSG(), or it might be the second, I can't remember if it starts at 64 or 65. Everything below 64 is reserved for the temp entities (TE_XXX) network messages. Take a look at the first (or second) network message you are creating and see if you have something mismatched between the server and the client (like a typo in the message name or something similar). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Trigger_counter bug resolved (+ other questions)!
Yes I already did that :( It's associated with the gmsgCurWeapon message. When the error comes up at console, ammo hud values aren't updated more :( I've this error with a new message I've created 1 week ago. I'll explain exactly the context of this new message, perhaps you'll find THE error :) I send this message (id = 114) from a touch function. When the player touches the entity, the message works fine, without any console message. To do some tests, I added a barney in the map (on the entity which has the Touch function). At level start, I now get PF_MessageEnd_I: Unknown User Msg 114 !But after this, the messages in provenance of the Barney are correclty sent and good receptionned... I use a MSG_ALL with the msg 114... That's why I really don't understand the error message (there isn't any specific destination) :( I tried to send no data, but the bug persisted :( The worth in these bugs is that they're aleatory (I think so :( ) ! CortexHL Albator coder mapperwww.hlalbator.fr.stICQ : 71548738 - Original Message - From: botman To: [EMAIL PROTECTED] Sent: Saturday, January 19, 2002 8:58 PM Subject: Re: [hlcoders] Trigger_counter bug resolved (+ other questions)! PF_MessageEnd_I: Unknown User Msg 65 After this, the clip value of the HUD isn't updated :( WHAT DOES THIS MESSAGE MEAN ??? Any help would be very very VERY appreciated :)User msg 65 is the first user message created using REG_USER_MSG(), or itmight be the second, I can't remember if it starts at 64 or 65. Everythingbelow 64 is reserved for the temp entities (TE_XXX) network messages.Take a look at the first (or second) network message you are creating andsee if you have something mismatched between the server and the client (likea typo in the message name or something similar).Jeffrey "botman" Broome___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders