[hlcoders] Server not getting listed

2008-08-26 Thread Cybernavy - Tom
Hi, 

 

We've encountered a problem with our TF2 server (
steam://connect/89.106.241.45:27115 89.106.241.45:27115) not getting
listed on the master server list.

No firewall and a pretty standard TF2 install with SourceMod.

 

Our CS1.6 and CSS running on the same machine are listed without problems. 

 

So far we have used some beta command parameter using beta master listing
code, added a heartbeat config parameter and changed sv_lan 0 to sv_lan
0 (without the )

 

Any ideas?

 

tnx

 

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Re: [hlcoders] Server not getting listed

2008-08-26 Thread Yorg Kuijs
you could try a map change, then check again but likely you have other 
problems.
also be sure to check the custom tab list as well

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Re: [hlcoders] grenade code

2008-08-26 Thread Yorg Kuijs
updating this

found where I could probably do what I wanna do, but inexperienced as I 
am and without examples I have no idea how to do it
let's take a look

if( m_fDrawbackFinished )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

if (pOwner)
{
switch( m_AttackPaused )
{
case GRENADE_PAUSED_PRIMARY:
if( !(pOwner-m_nButtons  IN_ATTACK) )
{
SendWeaponAnim( ACT_VM_THROW );
m_fDrawbackFinished = false;
}
break;

case GRENADE_PAUSED_SECONDARY:
if( !(pOwner-m_nButtons  IN_ATTACK2) )
{
SendWeaponAnim( ACT_VM_THROW );
m_fDrawbackFinished = false;
}
break;

default:
break;
}
}
}

now at both grenade paused primary and secondary the same animation is 
used and its just the same attack, there's no alternate attack so I just 
made it the same rather then pushing the secondary button and nothing 
happens.

I think code I would need to add would probably be specifically placed 
in here:
{
SendWeaponAnim( ACT_VM_THROW );
m_fDrawbackFinished = false;
}

but don't know what exactly, basically just something that PREVENTS 
throwing the grenade while the animation is playing, so throwing 
disabled until the actual ready throw animation is done(I think its 
ACT_VM_PULLBACK_HIGH which is placed in the functions PrimaryAttack and 
SecondaryAttack)
once the animation is done it can still be held paused for as long as 
the player wants like the standard grenades.
 so moved on and now trying to prevent people from throwing the grenade 
 DURING the ready animation, for standard hl2 grenades the pin is pulled 
 when you draw the grenade and you can throw it without even fully 
 raising your arm.
 In my mod the pins gonna be pulled at the actual animation when you 
 press lmb or rmb, I've been looking at the actual draw code but it seems 
 I can't use that to get the same effect for the actual animation just 
 before the throw.

 Also tried taking a look at bugbait, I think there's a small delay 
 before you can squeeze again with bugbait so I though I might be able to 
 use that somehow, but no luck on that either.

 So wondering if anyone else know some unused grenade like weapons that 
 may have an example of this?

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Re: [hlcoders] height2ssbump

2008-08-26 Thread Tobias Kammersgaard
It's actually pretty simple, unless you're talking about some sort of
special blend texture I haven't heard about yet.

This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything more
or less explains itself (just ask if it doesn't ;))

WorldVertexTransition
{
 $basetexture nature/dirtfloor012a
 $basetexture2 nature/dirtfloor006a

 $detail overlays/macro01a
 $detailscale .1

 %tooltexture nature/blenddirtgrass008a_tooltexture

$basetexturetransform center .5 .5 scale 1 1 rotate 0 translate 0
0
$basetexturetransform2 center .5 .5 scale 1 1 rotate 10 translate
0 0

 %detailtype coastline_redgrass01
 $surfaceprop dirt
// $bumpbasetexture2withbumpmap 0
// $bumpmap nature/dirtfloor012b_normal
 %keywords coastline
}

/ScarT

n 25/08/2008, Jake Breen [EMAIL PROTECTED] wrote:

 Ok thanks Tony, just a quick question how would one go about making a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:
  he needs us to update the sdk, I had to modify all of the tools for the
 SDK
  so that they run. Some still aren't updated.
  -Tony
 
 
  On Mon, Aug 25, 2008 at 12:15 PM, Chris Green [EMAIL PROTECTED]
 wrote:
 
 
  It should work. What arguments are you giving and what happens when you
  run it?
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jake
 Breen
  Sent: Sunday, August 24, 2008 6:42 PM
  To: Discussion of Half-Life Programming
  Subject: [hlcoders] height2ssbump
 
  Has anyone got this working? I've tried to use it like I would with
  height2normal, but no luck.
 
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Re: [hlcoders] Server not getting listed

2008-08-26 Thread Jarno Veuger
I suppose this mailing list is for HL coding and stuff... not for how to 
fix my TF2 server or whatever.

(or I can be wrong and I don't fully understand why we got the mailing list)

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Re: [hlcoders] Server not getting listed

2008-08-26 Thread Cybernavy - Tom
Custom tab list is gone since last update .. no?

Servers are running 24/7 on dedicated machine in datacentre with 100Mb
uplinks.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Yorg Kuijs
Verzonden: dinsdag 26 augustus 2008 15:47
Aan: Discussion of Half-Life Programming
Onderwerp: Re: [hlcoders] Server not getting listed

you could try a map change, then check again but likely you have other 
problems.
also be sure to check the custom tab list as well

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Re: [hlcoders] Server not getting listed

2008-08-26 Thread Cybernavy - Tom
Your right ... wrong mailing list.
Sorry.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jarno Veuger
Verzonden: dinsdag 26 augustus 2008 16:34
Aan: Discussion of Half-Life Programming
Onderwerp: Re: [hlcoders] Server not getting listed

I suppose this mailing list is for HL coding and stuff... not for how to 
fix my TF2 server or whatever.

(or I can be wrong and I don't fully understand why we got the mailing list)

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Re: [hlcoders] Decompiling Orangebox Models

2008-08-26 Thread Jonas 'Sortie' Termansen
You want to change a path in a .mdl? You don't have to decompile the model in 
order to do that, you just hex it with a program like XVI ( 
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm )

Read a tutorial on hexing or figure it out yourself.

- Original Message - 
From: Kyle K [EMAIL PROTECTED]
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, August 26, 2008 12:27 AM
Subject: Re: [hlcoders] Decompiling Orangebox Models


I modified CanonFodder's decompiler with a hex editor a while back to 
 decompile v48 (orangebox's most common version)
 and skip physics info since it was causing lots of crashes in these models.
 Be warned, the QC is probably going to be messed up, but it should 
 definitely get you the reference meshes and such.
 
 Here's the link: 
 http://rs353.rapidshare.com/files/121490779/mdldecompiler_hacked.zip
 
 Jake Breen wrote:
 Are you sure you just changed /_*IDST0*_/ to _/*IDST,

 */_that includes the - , --- at the end...most 
 people miss that. If not it could be because your output folder is messed.

 Spencer 'voogru' MacDonald wrote:
   
 I tried that but the decompiler crashed regardless.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
 Sent: Monday, August 25, 2008 5:06 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Decompiling Orangebox Models

 Open up the OB .mdl with notepad..

 Change the header from 'IDST0' to 'IDST,' (Note: it may be 'IDST-' or 
 something else, just change it to 'IDST,')

 and decompile normally.

 bl4nkeh wrote:
   
 
 There's a program out there called fixvtf (the download link I had is 
 gone now) that would make it so you could use Ep2 models in Ep1. I 
 imagine you could convert them over to Ep1 using that, change the stuff 
 you want, and probably conver it back over to Ep2 afterwards.

 Spencer 'voogru' MacDonald wrote:
   
 
   
 Hey all,

 I'm trying to decompile an orangebox model to change the path of a
   
 
 texture,
   
 
 but it appears every tool I come across after a google search, the
   
 
 utilities
   
 
 do not appear to work for Orangebox models.

 Are there any tools available that actually work to decompile orangebox
 models?

 Thanks.

 - voogru.


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Re: [hlcoders] Decompiling Orangebox Models

2008-08-26 Thread Kyle K
True, studiohdr_t.name would be easy, fixed length so anything within 64 
bytes is fine. but if he's looking to change material paths to ones of 
different length he'll have to edit some indexes to comply with the 
changes and update studiohdr_t.length to match the new size of the file.

I'll have to write a nice little document about that harder stuff 
sometime if anyone thinks it'll be handy

Jonas 'Sortie' Termansen wrote:
 You want to change a path in a .mdl? You don't have to decompile the model in 
 order to do that, you just hex it with a program like XVI ( 
 http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm )

 Read a tutorial on hexing or figure it out yourself.

 - Original Message - 
 From: Kyle K [EMAIL PROTECTED]
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Tuesday, August 26, 2008 12:27 AM
 Subject: Re: [hlcoders] Decompiling Orangebox Models


   
 I modified CanonFodder's decompiler with a hex editor a while back to 
 decompile v48 (orangebox's most common version)
 and skip physics info since it was causing lots of crashes in these models.
 Be warned, the QC is probably going to be messed up, but it should 
 definitely get you the reference meshes and such.

 Here's the link: 
 http://rs353.rapidshare.com/files/121490779/mdldecompiler_hacked.zip

 Jake Breen wrote:
 
 Are you sure you just changed /_*IDST0*_/ to _/*IDST,

 */_that includes the - , --- at the end...most 
 people miss that. If not it could be because your output folder is messed.

 Spencer 'voogru' MacDonald wrote:
   
   
 I tried that but the decompiler crashed regardless.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
 Sent: Monday, August 25, 2008 5:06 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Decompiling Orangebox Models

 Open up the OB .mdl with notepad..

 Change the header from 'IDST0' to 'IDST,' (Note: it may be 'IDST-' or 
 something else, just change it to 'IDST,')

 and decompile normally.

 bl4nkeh wrote:
   
 
 
 There's a program out there called fixvtf (the download link I had is 
 gone now) that would make it so you could use Ep2 models in Ep1. I 
 imagine you could convert them over to Ep1 using that, change the stuff 
 you want, and probably conver it back over to Ep2 afterwards.

 Spencer 'voogru' MacDonald wrote:
   
 
   
   
 Hey all,

 I'm trying to decompile an orangebox model to change the path of a
   
 
 
 texture,
   
 
 
 but it appears every tool I come across after a google search, the
   
 
 
 utilities
   
 
 
 do not appear to work for Orangebox models.

 Are there any tools available that actually work to decompile orangebox
 models?

 Thanks.

 - voogru.


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 please visit:
   
 
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


   
 
   
 
 
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Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
I meant the actual texture that determines which texture will show over 
another texture. Like in Day of Defeat: Source 
(materials/ground/snowgrassblendtexture.vtf) or Episode Two 
(materials/nature/webblendtexture.vtf)
Tobias Kammersgaard wrote:
 It's actually pretty simple, unless you're talking about some sort of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything more
 or less explains itself (just ask if it doesn't ;))

 WorldVertexTransition
 {
  $basetexture nature/dirtfloor012a
  $basetexture2 nature/dirtfloor006a

  $detail overlays/macro01a
  $detailscale .1

  %tooltexture nature/blenddirtgrass008a_tooltexture

 $basetexturetransform center .5 .5 scale 1 1 rotate 0 translate 0
 0
 $basetexturetransform2 center .5 .5 scale 1 1 rotate 10 translate
 0 0

  %detailtype coastline_redgrass01
  $surfaceprop dirt
 // $bumpbasetexture2withbumpmap 0
 // $bumpmap nature/dirtfloor012b_normal
  %keywords coastline
 }

 /ScarT

 n 25/08/2008, Jake Breen [EMAIL PROTECTED] wrote:

   
 Ok thanks Tony, just a quick question how would one go about making a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:
 
 he needs us to update the sdk, I had to modify all of the tools for the
   
 SDK
 
 so that they run. Some still aren't updated.
 -Tony


 On Mon, Aug 25, 2008 at 12:15 PM, Chris Green [EMAIL PROTECTED]
 wrote:


   
 It should work. What arguments are you giving and what happens when you
 run it?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake
 
 Breen
 
 Sent: Sunday, August 24, 2008 6:42 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] height2ssbump

 Has anyone got this working? I've tried to use it like I would with
 height2normal, but no luck.

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Re: [hlcoders] height2ssbump

2008-08-26 Thread Tony omega Sergi
That's done with the alpha painting tool on the displacements, in hammer.
-Tony


On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen
[EMAIL PROTECTED]wrote:

 I meant the actual texture that determines which texture will show over
 another texture. Like in Day of Defeat: Source
 (materials/ground/snowgrassblendtexture.vtf) or Episode Two
 (materials/nature/webblendtexture.vtf)
 Tobias Kammersgaard wrote:
  It's actually pretty simple, unless you're talking about some sort of
  special blend texture I haven't heard about yet.
 
  This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything
 more
  or less explains itself (just ask if it doesn't ;))
 
  WorldVertexTransition
  {
   $basetexture nature/dirtfloor012a
   $basetexture2 nature/dirtfloor006a
 
   $detail overlays/macro01a
   $detailscale .1
 
   %tooltexture nature/blenddirtgrass008a_tooltexture
 
  $basetexturetransform center .5 .5 scale 1 1 rotate 0
 translate 0
  0
  $basetexturetransform2 center .5 .5 scale 1 1 rotate 10
 translate
  0 0
 
   %detailtype coastline_redgrass01
   $surfaceprop dirt
  // $bumpbasetexture2withbumpmap 0
  // $bumpmap nature/dirtfloor012b_normal
   %keywords coastline
  }
 
  /ScarT
 
  n 25/08/2008, Jake Breen [EMAIL PROTECTED] wrote:
 
 
  Ok thanks Tony, just a quick question how would one go about making a
  blend texture? Did you guys use any special tools because it looks
  pretty complicated, and I just can't figure it out..
 
  Tony omega Sergi wrote:
 
  he needs us to update the sdk, I had to modify all of the tools for the
 
  SDK
 
  so that they run. Some still aren't updated.
  -Tony
 
 
  On Mon, Aug 25, 2008 at 12:15 PM, Chris Green 
 [EMAIL PROTECTED]
  wrote:
 
 
 
  It should work. What arguments are you giving and what happens when
 you
  run it?
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jake
 
  Breen
 
  Sent: Sunday, August 24, 2008 6:42 PM
  To: Discussion of Half-Life Programming
  Subject: [hlcoders] height2ssbump
 
  Has anyone got this working? I've tried to use it like I would with
  height2normal, but no luck.
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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-- 
-Tony
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Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
Ok people are obviously not understanding what I'm saying..I mean 
actually making the blend textures (Like the examples I gave in my last 
email...), I know how to apply a blend material.

Tony omega Sergi wrote:
 That's done with the alpha painting tool on the displacements, in hammer.
 -Tony


 On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen
 [EMAIL PROTECTED]wrote:

   
 I meant the actual texture that determines which texture will show over
 another texture. Like in Day of Defeat: Source
 (materials/ground/snowgrassblendtexture.vtf) or Episode Two
 (materials/nature/webblendtexture.vtf)
 Tobias Kammersgaard wrote:
 
 It's actually pretty simple, unless you're talking about some sort of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything
   
 more
 
 or less explains itself (just ask if it doesn't ;))

 WorldVertexTransition
 {
  $basetexture nature/dirtfloor012a
  $basetexture2 nature/dirtfloor006a

  $detail overlays/macro01a
  $detailscale .1

  %tooltexture nature/blenddirtgrass008a_tooltexture

 $basetexturetransform center .5 .5 scale 1 1 rotate 0
   
 translate 0
 
 0
 $basetexturetransform2 center .5 .5 scale 1 1 rotate 10
   
 translate
 
 0 0

  %detailtype coastline_redgrass01
  $surfaceprop dirt
 // $bumpbasetexture2withbumpmap 0
 // $bumpmap nature/dirtfloor012b_normal
  %keywords coastline
 }

 /ScarT

 n 25/08/2008, Jake Breen [EMAIL PROTECTED] wrote:


   
 Ok thanks Tony, just a quick question how would one go about making a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:

 
 he needs us to update the sdk, I had to modify all of the tools for the

   
 SDK

 
 so that they run. Some still aren't updated.
 -Tony


 On Mon, Aug 25, 2008 at 12:15 PM, Chris Green 
   
 [EMAIL PROTECTED]
 
 wrote:



   
 It should work. What arguments are you giving and what happens when
 
 you
 
 run it?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake

 
 Breen

 
 Sent: Sunday, August 24, 2008 6:42 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] height2ssbump

 Has anyone got this working? I've tried to use it like I would with
 height2normal, but no luck.

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 please visit:
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Re: [hlcoders] height2ssbump

2008-08-26 Thread Kevin Ottalini
Jake,
Try this or one of the associated links:
 http://developer.valvesoftware.com/wiki/WorldVertexTransition

The individual textures themselves are normal textures with pretty much all 
the normal attributes - all three textures probably need to be the same 
size.

The %tooltexture is the merged version of the two textures, I'm unsure 
exactly how Valve made them so that they are seamless but I suspect it's a 
function that a tool like PSP can perform - some sort of gradient / alpha 
applied to each individual texture and the two overlayed on each other.

Something like this is probably easily done in a dedicated tool that could 
be written in c# as well.

qUiCkSiLvEr



- Original Message - 
From: Jake Breen
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, August 26, 2008 11:36 AM
Subject: Re: [hlcoders] height2ssbump


 Ok people are obviously not understanding what I'm saying..I mean
 actually making the blend textures (Like the examples I gave in my last
 email...), I know how to apply a blend material.

 Tony omega Sergi wrote:
 That's done with the alpha painting tool on the displacements, in hammer.
 -Tony


 On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen wrote:


 I meant the actual texture that determines which texture will show over
 another texture. Like in Day of Defeat: Source
 (materials/ground/snowgrassblendtexture.vtf) or Episode Two
 (materials/nature/webblendtexture.vtf)
 Tobias Kammersgaard wrote:

 It's actually pretty simple, unless you're talking about some sort of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything

 more

 or less explains itself (just ask if it doesn't ;))

 WorldVertexTransition
 {
  $basetexture nature/dirtfloor012a
  $basetexture2 nature/dirtfloor006a

  $detail overlays/macro01a
  $detailscale .1

  %tooltexture nature/blenddirtgrass008a_tooltexture

 $basetexturetransform center .5 .5 scale 1 1 rotate 0

 translate 0

 0
 $basetexturetransform2 center .5 .5 scale 1 1 rotate 10

 translate

 0 0

  %detailtype coastline_redgrass01
  $surfaceprop dirt
 // $bumpbasetexture2withbumpmap 0
 // $bumpmap nature/dirtfloor012b_normal
  %keywords coastline
 }

 /ScarT

 n 25/08/2008, Jake Breen  wrote:

 Ok thanks Tony, just a quick question how would one go about making a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:
 he needs us to update the sdk, I had to modify all of the tools for 
 the
 SDK
 so that they run. Some still aren't updated.
 -Tony
 On Mon, Aug 25, 2008 at 12:15 PM, Chris Green 

 [EMAIL PROTECTED]

 wrote:
 It should work. What arguments are you giving and what happens when

 you run it?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake


 Breen

 Sent: Sunday, August 24, 2008 6:42 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] height2ssbump

 Has anyone got this working? I've tried to use it like I would with
 height2normal, but no luck.


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Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
I want to cry because Kevin is the only person so far that has 
understood what I'm saying. I said Blend Texture people not Blend 
Material. But yeah thanks for your help so far.

Kevin Ottalini wrote:
 Jake,
 Try this or one of the associated links:
  http://developer.valvesoftware.com/wiki/WorldVertexTransition

 The individual textures themselves are normal textures with pretty much all 
 the normal attributes - all three textures probably need to be the same 
 size.

 The %tooltexture is the merged version of the two textures, I'm unsure 
 exactly how Valve made them so that they are seamless but I suspect it's a 
 function that a tool like PSP can perform - some sort of gradient / alpha 
 applied to each individual texture and the two overlayed on each other.

 Something like this is probably easily done in a dedicated tool that could 
 be written in c# as well.

 qUiCkSiLvEr



 - Original Message - 
 From: Jake Breen
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Tuesday, August 26, 2008 11:36 AM
 Subject: Re: [hlcoders] height2ssbump


   
 Ok people are obviously not understanding what I'm saying..I mean
 actually making the blend textures (Like the examples I gave in my last
 email...), I know how to apply a blend material.

 Tony omega Sergi wrote:
 
 That's done with the alpha painting tool on the displacements, in hammer.
 -Tony


 On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen wrote:


   
 I meant the actual texture that determines which texture will show over
 another texture. Like in Day of Defeat: Source
 (materials/ground/snowgrassblendtexture.vtf) or Episode Two
 (materials/nature/webblendtexture.vtf)
 Tobias Kammersgaard wrote:

 
 It's actually pretty simple, unless you're talking about some sort of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything

   
 more

 
 or less explains itself (just ask if it doesn't ;))

 WorldVertexTransition
 {
  $basetexture nature/dirtfloor012a
  $basetexture2 nature/dirtfloor006a

  $detail overlays/macro01a
  $detailscale .1

  %tooltexture nature/blenddirtgrass008a_tooltexture

 $basetexturetransform center .5 .5 scale 1 1 rotate 0

   
 translate 0

 
 0
 $basetexturetransform2 center .5 .5 scale 1 1 rotate 10

   
 translate

 
 0 0

  %detailtype coastline_redgrass01
  $surfaceprop dirt
 // $bumpbasetexture2withbumpmap 0
 // $bumpmap nature/dirtfloor012b_normal
  %keywords coastline
 }

 /ScarT

 n 25/08/2008, Jake Breen  wrote:

   
 Ok thanks Tony, just a quick question how would one go about making a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:
 
 he needs us to update the sdk, I had to modify all of the tools for 
 the
   
 SDK
 
 so that they run. Some still aren't updated.
 -Tony
 On Mon, Aug 25, 2008 at 12:15 PM, Chris Green 

   
 [EMAIL PROTECTED]

 
 wrote:
   
 It should work. What arguments are you giving and what happens when

 
 you run it?
 

   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake

 

   
 Breen
 

   
 Sent: Sunday, August 24, 2008 6:42 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] height2ssbump

 Has anyone got this working? I've tried to use it like I would with
 height2normal, but no luck.
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


   


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Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
To make it really clear, you use it with...
$blendmodulatetexture

Jake Breen wrote:
 I want to cry because Kevin is the only person so far that has 
 understood what I'm saying. I said Blend Texture people not Blend 
 Material. But yeah thanks for your help so far.

 Kevin Ottalini wrote:
   
 Jake,
 Try this or one of the associated links:
  http://developer.valvesoftware.com/wiki/WorldVertexTransition

 The individual textures themselves are normal textures with pretty much all 
 the normal attributes - all three textures probably need to be the same 
 size.

 The %tooltexture is the merged version of the two textures, I'm unsure 
 exactly how Valve made them so that they are seamless but I suspect it's a 
 function that a tool like PSP can perform - some sort of gradient / alpha 
 applied to each individual texture and the two overlayed on each other.

 Something like this is probably easily done in a dedicated tool that could 
 be written in c# as well.

 qUiCkSiLvEr



 - Original Message - 
 From: Jake Breen
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Tuesday, August 26, 2008 11:36 AM
 Subject: Re: [hlcoders] height2ssbump


   
 
 Ok people are obviously not understanding what I'm saying..I mean
 actually making the blend textures (Like the examples I gave in my last
 email...), I know how to apply a blend material.

 Tony omega Sergi wrote:
 
   
 That's done with the alpha painting tool on the displacements, in hammer.
 -Tony


 On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen wrote:


   
 
 I meant the actual texture that determines which texture will show over
 another texture. Like in Day of Defeat: Source
 (materials/ground/snowgrassblendtexture.vtf) or Episode Two
 (materials/nature/webblendtexture.vtf)
 Tobias Kammersgaard wrote:

 
   
 It's actually pretty simple, unless you're talking about some sort of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything

   
 
 more

 
   
 or less explains itself (just ask if it doesn't ;))

 WorldVertexTransition
 {
  $basetexture nature/dirtfloor012a
  $basetexture2 nature/dirtfloor006a

  $detail overlays/macro01a
  $detailscale .1

  %tooltexture nature/blenddirtgrass008a_tooltexture

 $basetexturetransform center .5 .5 scale 1 1 rotate 0

   
 
 translate 0

 
   
 0
 $basetexturetransform2 center .5 .5 scale 1 1 rotate 10

   
 
 translate

 
   
 0 0

  %detailtype coastline_redgrass01
  $surfaceprop dirt
 // $bumpbasetexture2withbumpmap 0
 // $bumpmap nature/dirtfloor012b_normal
  %keywords coastline
 }

 /ScarT

 n 25/08/2008, Jake Breen  wrote:

   
 
 Ok thanks Tony, just a quick question how would one go about making a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:
 
   
 he needs us to update the sdk, I had to modify all of the tools for 
 the
   
 
 SDK
 
   
 so that they run. Some still aren't updated.
 -Tony
 On Mon, Aug 25, 2008 at 12:15 PM, Chris Green 

   
 
 [EMAIL PROTECTED]

 
   
 wrote:
   
 
 It should work. What arguments are you giving and what happens when

 
   
 you run it?
 
   
   
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jake

 
   
   
 
 Breen
 
   
   
 
 Sent: Sunday, August 24, 2008 6:42 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] height2ssbump

 Has anyone got this working? I've tried to use it like I would with
 height2normal, but no luck.
 
   
 ___
 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


   


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Re: [hlcoders] height2ssbump

2008-08-26 Thread Kevin Ottalini
http://forums.tf2maps.net/showthread.php?p=21168

According to that post,  Source/ TF2 doesn't like ssbump on blended 
displacement textures. He says that all of the working textures used a 
normal map.

Looking in the TF2 materials list, I see however that ssbump is used for the 
$bumpmap:

material:
blendgrassground001.vmt

WorldVertexTransition
{
 $basetexture Nature/dirtground007
 $basetexture2 Nature/rockground007
 %tooltexture Nature/grass_02
 %detailtype tf_granary_grass
 %keywords tf
 $bumpmap Nature/dirtground005_height-ssbump
 $ssbump 1
 $surfaceprop dirt
}

What I would do is start by copying a known working texture blend set and 
rename it to your textures, make sure it still works, then substitute your 
textures and verify that it still works, tweak as needed.

These two articles might have some additional information:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf

Chris Green in Efficient Self-Shadowed Radiosity Normal Mapping wrote:
It is also possible to generate textures in this format through standard 3D 
rendering packages, by the careful placement of area lights in the scenes. 
Analogously, such maps could be captured from real world materials via 
photography with appropriately placed lights and reflectors.

lots of other great articles here:
http://www.valvesoftware.com/publications.html

qUiCkSiLvEr


- Original Message - 
From: Jake Breen
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, August 26, 2008 2:12 PM
Subject: Re: [hlcoders] height2ssbump


 To make it really clear, you use it with...
 $blendmodulatetexture

 Jake Breen wrote:
 I want to cry because Kevin is the only person so far that has
 understood what I'm saying. I said Blend Texture people not Blend
 Material. But yeah thanks for your help so far.

 Kevin Ottalini wrote:

 Jake,
 Try this or one of the associated links:
  http://developer.valvesoftware.com/wiki/WorldVertexTransition

 The individual textures themselves are normal textures with pretty much 
 all
 the normal attributes - all three textures probably need to be the same
 size.

 The %tooltexture is the merged version of the two textures, I'm unsure
 exactly how Valve made them so that they are seamless but I suspect it's 
 a
 function that a tool like PSP can perform - some sort of gradient / 
 alpha
 applied to each individual texture and the two overlayed on each other.

 Something like this is probably easily done in a dedicated tool that 
 could
 be written in c# as well.

 qUiCkSiLvEr



 - Original Message - 
 From: Jake Breen
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Sent: Tuesday, August 26, 2008 11:36 AM
 Subject: Re: [hlcoders] height2ssbump

 Ok people are obviously not understanding what I'm saying..I mean
 actually making the blend textures (Like the examples I gave in my last
 email...), I know how to apply a blend material.

 Tony omega Sergi wrote:


 That's done with the alpha painting tool on the displacements, in 
 hammer.
 -Tony


 On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen wrote:

 I meant the actual texture that determines which texture will show 
 over
 another texture. Like in Day of Defeat: Source
 (materials/ground/snowgrassblendtexture.vtf) or Episode Two
 (materials/nature/webblendtexture.vtf)
 Tobias Kammersgaard wrote:

 It's actually pretty simple, unless you're talking about some sort 
 of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. 
 Everything

 more
 or less explains itself (just ask if it doesn't ;))

 WorldVertexTransition
 {
  $basetexture nature/dirtfloor012a
  $basetexture2 nature/dirtfloor006a

  $detail overlays/macro01a
  $detailscale .1

  %tooltexture nature/blenddirtgrass008a_tooltexture

 $basetexturetransform center .5 .5 scale 1 1 rotate 0

 translate 0
 0
 $basetexturetransform2 center .5 .5 scale 1 1 rotate 10

 translate

 0 0

  %detailtype coastline_redgrass01
  $surfaceprop dirt
 // $bumpbasetexture2withbumpmap 0
 // $bumpmap nature/dirtfloor012b_normal
  %keywords coastline
 }

 /ScarT

 n 25/08/2008, Jake Breen  wrote:

 Ok thanks Tony, just a quick question how would one go about making 
 a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:
 he needs us to update the sdk, I had to modify all of the tools 
 for
 the
 SDK
 so that they run. Some still aren't updated.
 -Tony
 On Mon, Aug 25, 2008 at 12:15 PM, Chris Green 

 [EMAIL PROTECTED]

 wrote:
 It should work. What arguments are you giving and what happens 
 when
 you run it?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Jake

 Breen
 Sent: Sunday, August 24, 2008 6:42 PM
 To: 

Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
Wee that was actually another question. On how to make a blend 
modulate texture. But hmm..

Kevin Ottalini wrote:
 http://forums.tf2maps.net/showthread.php?p=21168

 According to that post,  Source/ TF2 doesn't like ssbump on blended 
 displacement textures. He says that all of the working textures used a 
 normal map.

 Looking in the TF2 materials list, I see however that ssbump is used for the 
 $bumpmap:

 material:
 blendgrassground001.vmt

 WorldVertexTransition
 {
  $basetexture Nature/dirtground007
  $basetexture2 Nature/rockground007
  %tooltexture Nature/grass_02
  %detailtype tf_granary_grass
  %keywords tf
  $bumpmap Nature/dirtground005_height-ssbump
  $ssbump 1
  $surfaceprop dirt
 }

 What I would do is start by copying a known working texture blend set and 
 rename it to your textures, make sure it still works, then substitute your 
 textures and verify that it still works, tweak as needed.

 These two articles might have some additional information:
 http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

 http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf

 Chris Green in Efficient Self-Shadowed Radiosity Normal Mapping wrote:
 It is also possible to generate textures in this format through standard 3D 
 rendering packages, by the careful placement of area lights in the scenes. 
 Analogously, such maps could be captured from real world materials via 
 photography with appropriately placed lights and reflectors.

 lots of other great articles here:
 http://www.valvesoftware.com/publications.html

 qUiCkSiLvEr


 - Original Message - 
 From: Jake Breen
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Tuesday, August 26, 2008 2:12 PM
 Subject: Re: [hlcoders] height2ssbump


   
 To make it really clear, you use it with...
 $blendmodulatetexture

 Jake Breen wrote:
 
 I want to cry because Kevin is the only person so far that has
 understood what I'm saying. I said Blend Texture people not Blend
 Material. But yeah thanks for your help so far.

 Kevin Ottalini wrote:

   
 Jake,
 Try this or one of the associated links:
  http://developer.valvesoftware.com/wiki/WorldVertexTransition

 The individual textures themselves are normal textures with pretty much 
 all
 the normal attributes - all three textures probably need to be the same
 size.

 The %tooltexture is the merged version of the two textures, I'm unsure
 exactly how Valve made them so that they are seamless but I suspect it's 
 a
 function that a tool like PSP can perform - some sort of gradient / 
 alpha
 applied to each individual texture and the two overlayed on each other.

 Something like this is probably easily done in a dedicated tool that 
 could
 be written in c# as well.

 qUiCkSiLvEr



 - Original Message - 
 From: Jake Breen
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Sent: Tuesday, August 26, 2008 11:36 AM
 Subject: Re: [hlcoders] height2ssbump

 
 Ok people are obviously not understanding what I'm saying..I mean
 actually making the blend textures (Like the examples I gave in my last
 email...), I know how to apply a blend material.

 Tony omega Sergi wrote:


   
 That's done with the alpha painting tool on the displacements, in 
 hammer.
 -Tony


 On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen wrote:

 
 I meant the actual texture that determines which texture will show 
 over
 another texture. Like in Day of Defeat: Source
 (materials/ground/snowgrassblendtexture.vtf) or Episode Two
 (materials/nature/webblendtexture.vtf)
 Tobias Kammersgaard wrote:

   
 It's actually pretty simple, unless you're talking about some sort 
 of
 special blend texture I haven't heard about yet.

 This is the /Materials/Nature/blenddirtgrass008a.vmt file. 
 Everything

 
 more
   
 or less explains itself (just ask if it doesn't ;))

 WorldVertexTransition
 {
  $basetexture nature/dirtfloor012a
  $basetexture2 nature/dirtfloor006a

  $detail overlays/macro01a
  $detailscale .1

  %tooltexture nature/blenddirtgrass008a_tooltexture

 $basetexturetransform center .5 .5 scale 1 1 rotate 0

 
 translate 0
   
 0
 $basetexturetransform2 center .5 .5 scale 1 1 rotate 10
 
 translate
   
 0 0

  %detailtype coastline_redgrass01
  $surfaceprop dirt
 // $bumpbasetexture2withbumpmap 0
 // $bumpmap nature/dirtfloor012b_normal
  %keywords coastline
 }

 /ScarT

 n 25/08/2008, Jake Breen  wrote:

 
 Ok thanks Tony, just a quick question how would one go about making 
 a
 blend texture? Did you guys use any special tools because it looks
 pretty complicated, and I just can't figure it out..

 Tony omega Sergi wrote:
   
 he needs us to update the sdk, I had to modify all of the tools 
 for
 the