[hlcoders] Help with using CSS Weapon Models
-- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with using CSS Weapon Models
-- [ Picked text/plain from multipart/alternative ] Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ 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] Help with using CSS Weapon Models
-- [ Picked text/plain from multipart/alternative ] Right I found this Activity CWeaponUSP::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired 3 ) return ACT_VM_RECOIL2; return ACT_VM_RECOIL3; } So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK; or leave a ACT_VM_RECOIL line in? On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote: Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ 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] Re: Depth of field works but has problems
Sorry, I meant in the ::GetRenderGroup You wanna change it to RENDER_GROUP_TRANSLUCENT_ENTITY if it's gonna return RENDER_GROUP_OPAQUE_ENTITY for the entity you want to not be blurred. That'll make it so it isn't drawn on the first 'opaque' entity pass.. so it won't be drawn on the buffer that's being blurred. It'll be drawn on the translucent entity pass in the z order. You're obviously gonna get a performance drop, but I'm assuming that isn't as huge a concern as having your DoF looking like ass. garry On 6/28/07, Adam Donovan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] ok so I tried quite a few different render modes in hammer to get this to work, I also tried renderfx settings ranging from 0 to 255 with each of the render modes. The settings seemed to have no effect on my func_brush with the refractive texture except when render fx was 0 and then nothing of the refractive texture gets rendered. Im still getting that fuzzy outline around my models that are in front of the texture..any ideas? Im also using HDR settings in hammer and all the models I compiled myself but I cant see that that's the problem. I do notice however that the weapons on the player character do not have the same problem..ie no fuzzyness around the edges. Thanks again Adam Donovan http://www.adamdonovan.net/ _ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vistamkt=en-USform=QBRE -- ___ 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] Help with using CSS Weapon Models
I didnt write the code, but i put it up there because i kept losing it. The interweb's a big place. I use this for mine, you might want to look for some more recoil animations in the guns themselves. //if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; //if ( m_nNumShotsFired 2 ) //return ACT_VM_RECOIL1; //if ( m_nNumShotsFired 3 ) //return ACT_VM_RECOIL2; //return ACT_VM_RECOIL3; Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Right I found this Activity CWeaponUSP::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired 3 ) return ACT_VM_RECOIL2; return ACT_VM_RECOIL3; } So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK; or leave a ACT_VM_RECOIL line in? On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote: Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with using CSS Weapon Models
-- [ Picked text/plain from multipart/alternative ] Thankyou! Fixed my problem. Now the recoil animation plays every shot! On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: I didnt write the code, but i put it up there because i kept losing it. The interweb's a big place. I use this for mine, you might want to look for some more recoil animations in the guns themselves. //if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; //if ( m_nNumShotsFired 2 ) //return ACT_VM_RECOIL1; //if ( m_nNumShotsFired 3 ) //return ACT_VM_RECOIL2; //return ACT_VM_RECOIL3; Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Right I found this Activity CWeaponUSP::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired 3 ) return ACT_VM_RECOIL2; return ACT_VM_RECOIL3; } So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK; or leave a ACT_VM_RECOIL line in? On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote: Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I had it working before by adding a bone and changing the .qc but this is much easier, Ill look into the recoil function. On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote: The recoil issue is due to the recoil function (Look it up in your SMG1 gun, you will see, depending on the amount fired, a certain activity is played. Some of those won't exist in the css weapons, so my advice is to comment out the if statements and just return primary. The muzzle flash may also be an issue, i posted a fix on the VALVe developer Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] Hey, For my mod Im using a few weapons from Counter-Strike Source, At the moment Ive got them working fine apart from the recoil animation when you fire plays only twice in a row when you first start shooting then stops. But this is only if you shoot bullet after bullet as it works if you leave a small break between shots. I was wondering what I could do either to fix the model itself or is there a way to code in a system that accepts the CSS weapon models as they are without editing the .mdl, I think this was used in SMOD. Thanks! -- ___ 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 ___ 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] Stereoscopic - EMagin Z800, NVidia 3D
-- [ Picked text/plain from multipart/alternative ] I was hoping somebody could give me a hand with resolving stereoscopic issues in our build. This may require help from a Valve employee due to the nature of the code. We have an old license of the Source engine code-drop, so if this issue was resolved in the vanilla DLLs through updates, we were unable to replicate the fixes ourselves. I am uncertain if Half-life 2 still contains these stereoscopic issues.The problem is that during stereoscopic rendering, the NVidia drivers create the frame indexed stereovision 3D images from the data sent to the GPU, and because the frustum culling is based upon the view matrix, data outside of the standard frustum is simply not sent to the GPU to render. The stereoscopic effect in the NVidia drivers is created by altering the view matrix to the left and to the right for each eye in page flipped rendering, which effectively makes an invalid frustum and invalid culling. The edges of each eye view have missing models and missing BSP world data that normally would not be seen from the middle of the eyes, but each eye has different perspective on.Also, the 2D elements seem to be set in a static 3D location, and each view matrix offset for each eye seems to send the HUD incorrectly in both directions as the view matrix moves.I was hoping to find a way to alternate the game view for frustum culling and for 2D elements, but not send in that same view to the rendering. So basically, I want the culling and 2D locations to be based upon each eye's location, but the rendering of all objects to be based upon the middle of each eye as per usual. However, I can't find where the view matrix is being set.I tried to change the temporary CViewSetup class instatiation in the CViewRender::RenderView function, but this somehow changed the GPU view matrix even though I can't find the DirectX call. I've only found that the projection matrix is set upon the CViewSetup class sent into the IVRenderView-ViewSetup3D function, but this shouldn't be throwing off the rendering since the projection is only using the FOV and near and far clip distances (all of which should be the same for each stereoscopic eye anyway).If anybody could please help me understand how I can correct the culling and 2D element locations for stereoscopic, it would be immensely appreciated. _ Live Earth is coming. Learn more about the hottest summer event - only on MSN. http://liveearth.msn.com?source=msntaglineliveearthwlm -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Help with Creating Health Bar?
-- [ Picked text/plain from multipart/alternative ] Hey, Basically I want to Create a health and armor bar that function similar to the Aux power bar. with animations etc. Just want to know if theres any easy way through HudLayout.res HudAnimations.txt or if not what code i would have to change? Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with Creating Health Bar?
-- [ Picked text/plain from multipart/alternative ] Have you read the VGUI documents on the valve developer page? I think I recall seeing a tutorial describing how to do something similar to which you're asking http://developer.valvesoftware.com/wiki/Category:VGUI - Original Message - From: Josh Marshall [EMAIL PROTECTED] To: hlcoders hlcoders@list.valvesoftware.com Sent: Friday, June 29, 2007 10:51 AM Subject: [hlcoders] Help with Creating Health Bar? -- [ Picked text/plain from multipart/alternative ] Hey, Basically I want to Create a health and armor bar that function similar to the Aux power bar. with animations etc. Just want to know if theres any easy way through HudLayout.res HudAnimations.txt or if not what code i would have to change? Thanks! -- ___ 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] Team colors are screwey
Sounds like GetTeam is returning a bad value, or your order for the teams is wrong. In shareddefs.h, what does the TEAM_ declaration order look like? Should look something like: #define TEAM_INVALID-1 #define TEAM_UNASSIGNED 0 #define TEAM_GOVERNORS 1 #define TEAM_CIVILIANS 2 #define TEAM_RELIGIOUS 3 #define TEAM_SPECTATOR 4 Also, how are you disabling teams? My suggestion would be to set a breakpoint at that specific line when you notice it is messing up, and see what could be going wrong. My money is still on GetTeam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Baer Sent: Friday, June 29, 2007 5:18 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Team colors are screwey -- [ Picked text/plain from multipart/alternative ] I am using: m_pPlayerList-SetSectionFgColor(sectionID, g_PR-GetTeamColor(i)); at the bottom of UpdateTeamInfo. This is what I am using in UpdatePlayerInfo: // set the row color based on the players team m_pPlayerList-SetItemFgColor( itemID, g_PR-GetTeamColor( g_PR-GetTeam( i ) ) ); In c_playerresource.cpp I am using: #ifndef HL2MP m_Colors[TEAM_BRITAIN] = COLOR_BLUE; m_Colors[TEAM_FRANCE] = COLOR_RED; m_Colors[TEAM_GERMANY] = COLOR_YELLOW; m_Colors[TEAM_SPECTATOR] = COLOR_WHITE; #endif and the colors are defined in shareddefs.h Baer From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Team colors are screwey Date: Thu, 28 Jun 2007 20:25:46 -0500 Reply-To: hlcoders@list.valvesoftware.com What are you using to obtain team colors? - Need Mail bonding? Go to the Yahoo! Mail QA for great tips from Yahoo! Answers users. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2364 (20070629) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] keyvalues transfer
-- [ Picked text/plain from multipart/alternative ] I advise figuring out a way to keep your entity work as server side as possible in this case. On 6/14/07, Garry Newman [EMAIL PROTECTED] wrote: No is the short answer. There's 2 ways to get data from client to server. First off is sending console commands. Second is adding the data on the end of the usercommand. Console commands are probably the most reliable but you'd need to be careful and make sure you don't flood the client out by sending too many. Plus it can take a while. The best way from server to client is usermessages. That's simple enough but you have to be careful you don't flood them too. The secret 3rd option is to open a port and transfer stuff yourself.. but that's all booby trapped with port forwarding/firewall issues. garry On 6/14/07, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] CONTEXT: In our mod, we allow users to create event-driven worlds and save their work. We deal with a large amount of data that is stored in KeyValues files. These KeyValues need to go from clients to server and server to clients regularly. PROBLEM: We couldn't find a way to transfer KeyValues, so we built a custom message passing system that runs on its own thread. This has caused many problems. QUESTION: Is there a way to transfer KeyValues from client-server and server-client without resorting to a custom system. Thanks. -- ___ 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 -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] keyvalues transfer
-- [ Picked text/plain from multipart/alternative ] The client-server communication does not come from entity work. It is needed because we built an interface in HL2 for users to create event-driven games via lua scripts. The interface allows users to create pseudo-code client-side. This info is sent to the server to distribute changes made by the client to all other clients and generate the final lua script. After much testing, it turns out that our custom way of communication works as long as we keep the number of communications low. Size does not seem to play a role. On 6/29/07, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I advise figuring out a way to keep your entity work as server side as possible in this case. On 6/14/07, Garry Newman [EMAIL PROTECTED] wrote: No is the short answer. There's 2 ways to get data from client to server. First off is sending console commands. Second is adding the data on the end of the usercommand. Console commands are probably the most reliable but you'd need to be careful and make sure you don't flood the client out by sending too many. Plus it can take a while. The best way from server to client is usermessages. That's simple enough but you have to be careful you don't flood them too. The secret 3rd option is to open a port and transfer stuff yourself.. but that's all booby trapped with port forwarding/firewall issues. garry On 6/14/07, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] CONTEXT: In our mod, we allow users to create event-driven worlds and save their work. We deal with a large amount of data that is stored in KeyValues files. These KeyValues need to go from clients to server and server to clients regularly. PROBLEM: We couldn't find a way to transfer KeyValues, so we built a custom message passing system that runs on its own thread. This has caused many problems. QUESTION: Is there a way to transfer KeyValues from client-server and server-client without resorting to a custom system. Thanks. -- ___ 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 -- ~skidz -- ___ 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