RE: [hlcoders] (semi OT) 3d panoramas
If you use the screenshot or jpeg command sequentially as below it just dumps the screen to disk, so everything is rendered through the normal path. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Adam "amckern" Mckern > Sent: Tuesday, May 17, 2005 6:00 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] (semi OT) 3d panoramas > > Will the envmap, take your video settings into account, such > as having everything up full bore? > > Also thanks Jay, i'll be doing this latter on > > Adam > > --- Jay Stelly <[EMAIL PROTECTED]> wrote: > > > You could emulate the envmap command with setang & screenshot (or > > jpeg) plus you need to force fov 90 for a 6 shot cubemap: > > > > fov 90 > > setang 0 0 0 > > screenshot > > setang 0 90 0 > > screenshot > > setang 0 180 0 > > screenshot > > setang 0 270 0 > > screenshot > > setang -90 0 0 > > screenshot > > setang 90 0 0 > > screenshot > > > > (this generates the cube faces in rt, bk, lf, ft, up, dn order > > equivalent to envmap) > > > > That will let you take envmaps at any resolution you can > run the game. > > The envmap command is basically the same as this, but it's > using the > > buildcubemap code which enforces some constraints (power of > two output > > and such) for various reasons. > > > > Also, Chris Green made some high-res panoramas here at Valve while > > working on lost coast. Here's his explanation of how he did it: > > > > Bind a key to take a jpeg screenshot > > Bind keys of your choice to turn left and right and look up > / down Set > > the field of view down a bit Pause the game. > > Pan from left to right in overlapping steps, taking a screenshot at > > each step. If you want a multi row panorama, when you get > to the end > > of panning, look up a little and pan back. > > > > Use a panorama creation program to stitch the resultant > screen shots. > > If you panned both horizontally and vertically, you will > need to use > > software which supports multi-row panoramas. > > > > I used the program "autostitch" > > > (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) > > to join the > > images together. This program requires no manual stitching > at all. You > > don't even have to tell it what order the shots are in. > > > > I was able to make very high resolution panoramas, over 10K pixels > > wide. > > > > > > > > > -Original Message- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On > > Behalf Of DAV > > > Sent: Tuesday, May 17, 2005 2:56 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] (semi OT) 3d panoramas > > > > > > I tried it and it looks cool! > > > > > > Too bad that the envmap doesnt get the water > > correctly also. > > > > > > As you sugested, maybe Valve cold add a command > > specially > > > made for this... > > > (bigger resolution, water, etc) > > > > > > Is a great way to promote a mod. Instead of a > > static picture > > > a 3d panorama will look better and the size is > > small > > > (~76Kb) > > > > > > Davide (DAV) > > > Email: [EMAIL PROTECTED] > > > DAV Levels: http://www.planetquake.com/davlevels/ > > > > > > > > > > > > - Original Message - > > > From: "Andrew Foss" <[EMAIL PROTECTED]> > > > To: "Half-life Coders List" > > > > > Sent: Monday, May 16, 2005 7:55 PM > > > Subject: [hlcoders] (semi OT) 3d panoramas > > > > > > > > > > Okay, I found something neat that I think a few > > of us would be > > > > interested in. > > http://blog.johnsto.co.uk/?action=view&id=57 > > > > > > > > Load a map, set mat_envmaptgasize to 512 and use > > 'envmap'. > > > then take > > > > the resulting output and run it through a > > program called > > > GoCubic. then > > > > you get a 3d panorama of your map in quicktime > > VR format like so: > > > > http://www.johnsto.co.uk/panoramas > > > > > > > > my on topic part of this mail is: would it be > > possbile for Valve to > > > > either: A: increase the limits on > > mat_envmaptgasize or B: put in a > > > > function that takes highres envmaps? > > > > > > > > This could be a useful way to show off parts of > > maps. > > > > > > > > I think it'd make a wonderful teaser to be able > > to pan > > > around a spoit > > > > in a map. (and at 93 k for the 512x512 VRs, a > > small file > > > for a lot of > > > > 'cool factor'.) > > > > > > > > ___ > > > > 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.va
RE: [hlcoders] (semi OT) 3d panoramas
Will the envmap, take your video settings into account, such as having everything up full bore? Also thanks Jay, i'll be doing this latter on Adam --- Jay Stelly <[EMAIL PROTECTED]> wrote: > You could emulate the envmap command with setang & > screenshot (or jpeg) > plus you need to force fov 90 for a 6 shot cubemap: > > fov 90 > setang 0 0 0 > screenshot > setang 0 90 0 > screenshot > setang 0 180 0 > screenshot > setang 0 270 0 > screenshot > setang -90 0 0 > screenshot > setang 90 0 0 > screenshot > > (this generates the cube faces in rt, bk, lf, ft, > up, dn order > equivalent to envmap) > > That will let you take envmaps at any resolution you > can run the game. > The envmap command is basically the same as this, > but it's using the > buildcubemap code which enforces some constraints > (power of two output > and such) for various reasons. > > Also, Chris Green made some high-res panoramas here > at Valve while > working on lost coast. Here's his explanation of > how he did it: > > Bind a key to take a jpeg screenshot > Bind keys of your choice to turn left and right and > look up / down Set > the field of view down a bit Pause the game. > Pan from left to right in overlapping steps, taking > a screenshot at each > step. If you want a multi row panorama, when you get > to the end of > panning, look up a little and pan back. > > Use a panorama creation program to stitch the > resultant screen shots. If > you panned both horizontally and vertically, you > will need to use > software which supports multi-row panoramas. > > I used the program "autostitch" > (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) > to join the > images together. This program requires no manual > stitching at all. You > don't even have to tell it what order the shots are > in. > > I was able to make very high resolution panoramas, > over 10K pixels wide. > > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On > Behalf Of DAV > > Sent: Tuesday, May 17, 2005 2:56 PM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] (semi OT) 3d panoramas > > > > I tried it and it looks cool! > > > > Too bad that the envmap doesnt get the water > correctly also. > > > > As you sugested, maybe Valve cold add a command > specially > > made for this... > > (bigger resolution, water, etc) > > > > Is a great way to promote a mod. Instead of a > static picture > > a 3d panorama will look better and the size is > small > > (~76Kb) > > > > Davide (DAV) > > Email: [EMAIL PROTECTED] > > DAV Levels: http://www.planetquake.com/davlevels/ > > > > > > > > - Original Message - > > From: "Andrew Foss" <[EMAIL PROTECTED]> > > To: "Half-life Coders List" > > > Sent: Monday, May 16, 2005 7:55 PM > > Subject: [hlcoders] (semi OT) 3d panoramas > > > > > > > Okay, I found something neat that I think a few > of us would be > > > interested in. > http://blog.johnsto.co.uk/?action=view&id=57 > > > > > > Load a map, set mat_envmaptgasize to 512 and use > 'envmap'. > > then take > > > the resulting output and run it through a > program called > > GoCubic. then > > > you get a 3d panorama of your map in quicktime > VR format like so: > > > http://www.johnsto.co.uk/panoramas > > > > > > my on topic part of this mail is: would it be > possbile for Valve to > > > either: A: increase the limits on > mat_envmaptgasize or B: put in a > > > function that takes highres envmaps? > > > > > > This could be a useful way to show off parts of > maps. > > > > > > I think it'd make a wonderful teaser to be able > to pan > > around a spoit > > > in a map. (and at 93 k for the 512x512 VRs, a > small file > > for a lot of > > > 'cool factor'.) > > > > > > ___ > > > 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 > > http://ammahls.com __ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Leaning
or read the ot, that jay posted setang -45 0 0 setang 45 0 0 Trust me on this, that those angels are uttley wrong (i have never gotten p r y) Adam --- "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]> wrote: > Michael Kramer wrote: > > I am trying to do player leaning...I have gotten > everything except the > > command...I am using ViewPunch(); for right now > but it doesn't > > stay...Does anyone know if there is a way I can > rotate the FOV or make > > it so that ViewPunch can stay? Thanx :D > > Are you just trying to roll the view? If so, see > CBasePlayer::CalcViewRoll() > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > http://ammahls.com Yahoo! Mail Stay connected, organized, and protected. Take the tour: http://tour.mail.yahoo.com/mailtour.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Leaning
Michael Kramer wrote: I am trying to do player leaning...I have gotten everything except the command...I am using ViewPunch(); for right now but it doesn't stay...Does anyone know if there is a way I can rotate the FOV or make it so that ViewPunch can stay? Thanx :D Are you just trying to roll the view? If so, see CBasePlayer::CalcViewRoll() -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player Leaning
I am trying to do player leaning...I have gotten everything except the command...I am using ViewPunch(); for right now but it doesn't stay...Does anyone know if there is a way I can rotate the FOV or make it so that ViewPunch can stay? Thanx :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (semi OT) 3d panoramas
You could emulate the envmap command with setang & screenshot (or jpeg) plus you need to force fov 90 for a 6 shot cubemap: fov 90 setang 0 0 0 screenshot setang 0 90 0 screenshot setang 0 180 0 screenshot setang 0 270 0 screenshot setang -90 0 0 screenshot setang 90 0 0 screenshot (this generates the cube faces in rt, bk, lf, ft, up, dn order equivalent to envmap) That will let you take envmaps at any resolution you can run the game. The envmap command is basically the same as this, but it's using the buildcubemap code which enforces some constraints (power of two output and such) for various reasons. Also, Chris Green made some high-res panoramas here at Valve while working on lost coast. Here's his explanation of how he did it: Bind a key to take a jpeg screenshot Bind keys of your choice to turn left and right and look up / down Set the field of view down a bit Pause the game. Pan from left to right in overlapping steps, taking a screenshot at each step. If you want a multi row panorama, when you get to the end of panning, look up a little and pan back. Use a panorama creation program to stitch the resultant screen shots. If you panned both horizontally and vertically, you will need to use software which supports multi-row panoramas. I used the program "autostitch" (http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the images together. This program requires no manual stitching at all. You don't even have to tell it what order the shots are in. I was able to make very high resolution panoramas, over 10K pixels wide. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of DAV > Sent: Tuesday, May 17, 2005 2:56 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] (semi OT) 3d panoramas > > I tried it and it looks cool! > > Too bad that the envmap doesnt get the water correctly also. > > As you sugested, maybe Valve cold add a command specially > made for this... > (bigger resolution, water, etc) > > Is a great way to promote a mod. Instead of a static picture > a 3d panorama will look better and the size is small > (~76Kb) > > Davide (DAV) > Email: [EMAIL PROTECTED] > DAV Levels: http://www.planetquake.com/davlevels/ > > > > - Original Message - > From: "Andrew Foss" <[EMAIL PROTECTED]> > To: "Half-life Coders List" > Sent: Monday, May 16, 2005 7:55 PM > Subject: [hlcoders] (semi OT) 3d panoramas > > > > Okay, I found something neat that I think a few of us would be > > interested in. http://blog.johnsto.co.uk/?action=view&id=57 > > > > Load a map, set mat_envmaptgasize to 512 and use 'envmap'. > then take > > the resulting output and run it through a program called > GoCubic. then > > you get a 3d panorama of your map in quicktime VR format like so: > > http://www.johnsto.co.uk/panoramas > > > > my on topic part of this mail is: would it be possbile for Valve to > > either: A: increase the limits on mat_envmaptgasize or B: put in a > > function that takes highres envmaps? > > > > This could be a useful way to show off parts of maps. > > > > I think it'd make a wonderful teaser to be able to pan > around a spoit > > in a map. (and at 93 k for the 512x512 VRs, a small file > for a lot of > > 'cool factor'.) > > > > ___ > > 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] (semi OT) 3d panoramas
I tried it and it looks cool! Too bad that the envmap doesnt get the water correctly also. As you sugested, maybe Valve cold add a command specially made for this... (bigger resolution, water, etc) Is a great way to promote a mod. Instead of a static picture a 3d panorama will look better and the size is small (~76Kb) Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: "Andrew Foss" <[EMAIL PROTECTED]> To: "Half-life Coders List" Sent: Monday, May 16, 2005 7:55 PM Subject: [hlcoders] (semi OT) 3d panoramas Okay, I found something neat that I think a few of us would be interested in. http://blog.johnsto.co.uk/?action=view&id=57 Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take the resulting output and run it through a program called GoCubic. then you get a 3d panorama of your map in quicktime VR format like so: http://www.johnsto.co.uk/panoramas my on topic part of this mail is: would it be possbile for Valve to either: A: increase the limits on mat_envmaptgasize or B: put in a function that takes highres envmaps? This could be a useful way to show off parts of maps. I think it'd make a wonderful teaser to be able to pan around a spoit in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of 'cool factor'.) ___ 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
[hlcoders] engine->PrecacheModel()
I have a server plugin where I use engine->PrecacheModel(). Is there anyway to download the model to the clients besides adding to the res files for each map? I can't really expect the server operators to add a bunch of model/material files to the each res file. Duke ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ladder climbing
thanks, I found it in LadderMove() actually feel kind of silly because it was quite easy lol.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Michael A. Hobson" <[EMAIL PROTECTED]> To: Sent: Tuesday, May 17, 2005 2:26 AM Subject: Re: [hlcoders] Ladder climbing rootie, At 11:08 PM 5/16/2005, "root 3:16" wrote: How would I be able to change it, so that it does not matter if the player is looking up or down the ladder. The Forward key would always move you up the ladder, and the Back key would always move you down the ladder? have a good look in the file: game_shared\hl2\hl_gamemovement.cpp the ladder movement code is in there. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ 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