[hlcoders] Server not getting listed
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] grenade code
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders No virus found in this incoming message. Checked by AVG - http://www.avg.com Version: 8.0.138 / Virus Database: 270.6.7/1632 - Release Date: 25-8-2008 7:05 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] height2ssbump
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. ___ 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] 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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server not getting listed
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 ___ 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] Server not getting listed
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) ___ 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] Decompiling Orangebox Models
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. ___ 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 ___ 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] Decompiling Orangebox Models
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. ___ 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 ___ 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] height2ssbump
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. ___ 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
Re: [hlcoders] height2ssbump
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. ___ 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 -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 [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. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] height2ssbump
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
Re: [hlcoders] height2ssbump
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
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: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] height2ssbump
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
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