Re: [hlcoders] Model on VGUI
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Re: [hlcoders] Depth buffer problem
Sorry I don't have anything to contribute, but how were you able to get the shader SDK working? Using the beta SDK and DXSDK Nov2008, the .fxc files do not seem to build successfully. On May 23, 2009, at 9:29 PM, walter wal...@nebulastation.net wrote: I tried to make CShadowDepthView draw into a custom render target which would then be passed to shader, but I cant find the right way how to do it. Being inexperienced in programming, I really could use some advice. only way - additional render pass with depth write only. Simplest way (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw() for writing full range depth. I think it should look like always turned on flashlight with FOV`s (horizontal and vertical) and resolution equal to viewport FOV and resolution accordingly. Something like that... Pardon for poorly english )) Is there any other way how to get depth (distance) into shader? It is for Orange Box-based mod. On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means that presented not full depth range, but only part, not to exceed OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h). That is why we have fake soft particles. Sadly :( Is this for ep1? On Fri, May 22, 2009 at 12:52 PM, walter wal...@nebulastation.net wrote: I wrote a custom shader which accesses depth buffer through _rt_FullFrameDepth render target. It works, but alpha channel becomes maxed out to white just few meters from camera, preventing intended function. Any idea what could I be doing wrong? Jan Walter Sluka ___ 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] Model on VGUI
Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that on VDC but i?m working on HL1 mod atm. How can i get the Informations needed on Clientside? regards ___ 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] Model on VGUI
If my memory serves me right, there used to be some tutorial floating around the Internet on how to draw models inside a VGUI control using TriAPI. Try searching for that, perhaps it's still online. 2009/5/26 Minh minh...@telus.net Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that on VDC but i?m working on HL1 mod atm. How can i get the Informations needed on Clientside? regards ___ 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] Model on VGUI
How can you do that? Using OpenGl specific stuff. Rodrigo 'r2d2rigo' Diaz schrieb: Well, they use specific OpenGL code, so that's easier to achieve. But you break D3D/Software modes this way. 2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net mailto:neuwirth.christ...@gmx.net There has to be a way cause www.esforces.com http://www.esforces.com and nnk have it implemented. Minh schrieb: Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that on VDC but i?m working on HL1 mod atm. How can i get the Informations needed on Clientside? regards ___ 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] Model on VGUI
There has to be a way cause www.esforces.com and nnk have it implemented. Minh schrieb: Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that on VDC but i?m working on HL1 mod atm. How can i get the Informations needed on Clientside? regards ___ 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] Model on VGUI
Well, they use specific OpenGL code, so that's easier to achieve. But you break D3D/Software modes this way. 2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net There has to be a way cause www.esforces.com and nnk have it implemented. Minh schrieb: Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that on VDC but i?m working on HL1 mod atm. How can i get the Informations needed on Clientside? regards ___ 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] Model on VGUI
Just call the OpenGL functions from your Draw/Render functions. e.g. CMyVGUIControl.Draw() If you want to use custom renderfx you would have to do this somewhere in CGameStudioModelRenderer Btw. if you need other dlls, then make sure that you are loading them from your mod directory and not from the half-life directory( where hl.exe is ). I dont have the esf source here on this comp, so i cant help you out with the vgui thingy. Neuwirth Christoph schrieb: How can you do that? Using OpenGl specific stuff. Rodrigo 'r2d2rigo' Diaz schrieb: Well, they use specific OpenGL code, so that's easier to achieve. But you break D3D/Software modes this way. 2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net mailto:neuwirth.christ...@gmx.net There has to be a way cause www.esforces.com http://www.esforces.com and nnk have it implemented. Minh schrieb: Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that on VDC but i?m working on HL1 mod atm. How can i get the Informations needed on Clientside? regards ___ 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] Debugging multiplayer crashes?
Myself and a small team have been making changes for a couple weeks without testing whether multiplayer works with each revision. Without reverting to each revision and testing, is there a good way to pinpoint why the game crashes when the first client connects? We've got a listen server running, and in the process of the first client connecting, the server crashes. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging multiplayer crashes?
You use the minidump files that Steam automatically generates when your mod crash, copy them into your mod's bin directory, and make sure the automatically generated (by the compiler) .pdb files are present there too, then you open the .mdmp file in Visual Studio and press F5 and the crash will be recreated. You can also run the game in debug mode with a debugger enabled. For more information on the first solution see http://developer.valvesoftware.com/wiki/Using_mdmp_files - Original Message - From: FaMiNe fam...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, May 26, 2009 8:48 PM Subject: [hlcoders] Debugging multiplayer crashes? Myself and a small team have been making changes for a couple weeks without testing whether multiplayer works with each revision. Without reverting to each revision and testing, is there a good way to pinpoint why the game crashes when the first client connects? We've got a listen server running, and in the process of the first client connecting, the server crashes. 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] Depth buffer problem
Really? I have everything works fine! Maybe problem in erroneous bat-files? The solution, which helped me: 1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into ...\src\materialsystem\stdshaders\ next files - shadercompile.exe and shadercompile_dll.dll 2) Change buildshaders.bat : following lines echo %SDKBINDIR%\shadercompile.exe filestocopy.txt echo %SDKBINDIR%\shadercompile_dll.dll filestocopy.txt echo %SDKBINDIR%\vstdlib.dll filestocopy.txt echo %SDKBINDIR%\tier0.dll filestocopy.txt modify to echo shadercompile.exe filestocopy.txt echo shadercompile_dll.dll filestocopy.txt rem echo %SDKBINDIR%\vstdlib.dll filestocopy.txt rem echo %SDKBINDIR%\tier0.dll filestocopy.txt Sorry I don't have anything to contribute, but how were you able to get the shader SDK working? Using the beta SDK and DXSDK Nov2008, the .fxc files do not seem to build successfully. On May 23, 2009, at 9:29 PM, walter wal...@nebulastation.net wrote: I tried to make CShadowDepthView draw into a custom render target which would then be passed to shader, but I cant find the right way how to do it. Being inexperienced in programming, I really could use some advice. only way - additional render pass with depth write only. Simplest way (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw() for writing full range depth. I think it should look like always turned on flashlight with FOV`s (horizontal and vertical) and resolution equal to viewport FOV and resolution accordingly. Something like that... Pardon for poorly english )) Is there any other way how to get depth (distance) into shader? It is for Orange Box-based mod. On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means that presented not full depth range, but only part, not to exceed OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h). That is why we have fake soft particles. Sadly :( Is this for ep1? On Fri, May 22, 2009 at 12:52 PM, walter wal...@nebulastation.net wrote: I wrote a custom shader which accesses depth buffer through _rt_FullFrameDepth render target. It works, but alpha channel becomes maxed out to white just few meters from camera, preventing intended function. Any idea what could I be doing wrong? Jan Walter Sluka ___ 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] Debugging multiplayer crashes?
That looks great. Thanks for the link! Jonas 'Sortie' Termansen wrote: You use the minidump files that Steam automatically generates when your mod crash, copy them into your mod's bin directory, and make sure the automatically generated (by the compiler) .pdb files are present there too, then you open the .mdmp file in Visual Studio and press F5 and the crash will be recreated. You can also run the game in debug mode with a debugger enabled. For more information on the first solution see http://developer.valvesoftware.com/wiki/Using_mdmp_files - Original Message - From: FaMiNe fam...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, May 26, 2009 8:48 PM Subject: [hlcoders] Debugging multiplayer crashes? Myself and a small team have been making changes for a couple weeks without testing whether multiplayer works with each revision. Without reverting to each revision and testing, is there a good way to pinpoint why the game crashes when the first client connects? We've got a listen server running, and in the process of the first client connecting, the server crashes. 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
[hlcoders] Need help with Act_Busy problem.
Hi guys, I created mod from scratch that not include ai_behavior_actbusy.h/cpp initially. So I copied the files from hl2 to my project to add act_busy functionality to it. My problem is, My NPC is doing nothing. I debug and found, it already found the hint node. And enter SCHED_ACTBUSY_START_BUSYING. But after that nothing happen, My NPC just stand still. Did I miss something? Or Anything that I should look into it.? Thanks in advance Charkrid Pornpitackchaikul ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Need help with Act_Busy problem.
Does the console spew out any warnings?Look if debugging triggers some asserts. On Tue, May 26, 2009 at 10:03 PM, Charkrid Pornpitackchaikul actm...@gmail.com wrote: Hi guys, I created mod from scratch that not include ai_behavior_actbusy.h/cpp initially. So I copied the files from hl2 to my project to add act_busy functionality to it. My problem is, My NPC is doing nothing. I debug and found, it already found the hint node. And enter SCHED_ACTBUSY_START_BUSYING. But after that nothing happen, My NPC just stand still. Did I miss something? Or Anything that I should look into it.? Thanks in advance Charkrid Pornpitackchaikul ___ 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] VS2010b1 - Linker probems.
I installed and am testing Visual Studio 2010 Beta 1. It converted the VS2008 projects (which in turn were converted from VS2005), and gets heaps of linker errors such as unresolved external symbol __imp_DoNewAssertDialog. The problem is that after cancelling the build, VS2010 crashes so I can't post a full log. Anyone else in a similar position, or anyone know what's wrong? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders