RE: [hlcoders] view models

2002-01-19 Thread Dutton, Aaron

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  
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Re: [hlcoders] view models

2002-01-19 Thread Dave R. Meyers

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 
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RE: [hlcoders] DMC GLOW

2002-01-19 Thread Martin Webrant

  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.

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Re: [hlcoders] Hull3?

2002-01-19 Thread _Phantom_

 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

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Re: [hlcoders] Trigger_counter bug resolved (+ other questions)!

2002-01-19 Thread botman

 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


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Re: [hlcoders] Trigger_counter bug resolved (+ other questions)!

2002-01-19 Thread Cortex



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 
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