[hlcoders] triApi again
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok, sorry it took me so long to get my arse over here, but I was gone all Monday (bah). Anyway, yes it does use rather large particles, but I think I fixed it now (course, I said that a hundred times). It was a combination of things, but this most recent one was as persuter suggested - the trash was never lowered. Doh! So I will send this version to tal-n soon, and see how he runs it now. If that doesn't work, I will definitely look into the smaller particles, seeing as the current ones are about as big as ur mom (hehe). As for that explosion.mdl, bah I left it in the precache code on accident. That is a past embarrassment not worth showing D. In the event this works, or at any rate, thanks a ton for the help. Looks like this thread pwned the forum for a good time, and off subject most of the time! Wewt! L8r, The Rainmaker -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: triApi speed problems
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok, I did try the triangles (triangles, not triangle fan or the like) and it did have quite an increase on my system (700mhz, ge3, 384 ram), so that it never ever drops below 30 no matter what I do. It is probably my gfx card. I am sure it isn't my client-server messaging, it is pretty efficient (though I probably will want to avoid that later if it is possible to do like client side weapons, which I am sure it is). I checked all of the looping, to make sure it wasn't doing anything unnecessary. As far as I can see, it is efficient. At any rate, since my slower system with a ge3 runs it faster, it makes me think it is the tri api rather than my code. So you valve peeps. got any hints on how to squeeze more juice outa this thing? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] triApi speed problems
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have a particle system for my mod, which is really quite nice. Problem is, as soon as multiple particles start blending it slows down. For instance, with explosions I have cut it down to 5 particles (yeah, 10 polys). But that is still slow on some systems. Not to mention when you combine explosions. I have optimized it all I can, and decided to come to you guys. One thing I didn't try is 2 triangles rather than the quad. if that will help I will try. Can you just tell me how to get the most juice out of this thing? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Semi-transparent TGAs in VGUI?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to write an inventory with a semi transparent image in the background that shows the black for completely transparent. So far, though, I have been unsuccessful (with the background). The idea is to make it blend in with the rest of the semi-transparent hud. How do I do that? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders