Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam
http://i671.photobucket.com/albums/vv77/Cisdaman/Stop_posting.jpg This is probably a wise thing to do until the original poster actually has a time to digest everything, laugh and respond... -L On Mon, Jul 26, 2010 at 7:48 PM, Jonathan Murphy nuclearfri...@gmail.com wrote: I already took the time out to show you an example of your superfluous typing, please don't try to take this in circles and make our point even more valid than it already is. We shouldn't have to prove anything anyway, we have much better things to do with our time. Just know that it is true because it seems to be a general concensus (at least four or five people on this thread alone have complained about it). If you can find anyone defending your view point please point them out to us? Otherwise, take the comments on board and adjust accordingly. These are my final pieces of advise to you as a long time member of this list, please remember we are trying to help you. On Tue, Jul 27, 2010 at 10:36 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: I am going to assume that most of your post is surplufious hypeboles of inqualifiable and unverifiable claims, and you assume anybody else does the same as yours. Since mine are five as you say, you appear to assume that I do five of what you do. As that is all I can figure out from this post--without you citing examples. I know you will not however. ~Katrina On Monday, July 26, 2010 06:28:16 pm Tony omega Sergi wrote: I try to avoid these types of things but- I just can't at the moment. The whole thing can be summed up in three sentences: It takes you 5 paragraphs to get your points across. You go off-topic about a million different things while trying to make one point, and most of the time is irrelevant. This is the reason that those who have spoken are complaining, nothing more. -Tony On Tue, Jul 27, 2010 at 8:53 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well, this style that you do see, that I am working to adjust out of, was mostly only created by these accusations of wall of text. I am now at the point that I do not even really type: * Redundant remarks * Irrelevant statements (in my mind at least) * Keeping each paragraph along a single logical step in thought (if at all possible) The thing is, I have included a few other elements that cause issues. As I have found some people complaining about wall-of-texting tend to miss sentences if they are not at the start of a paragraph. To point this out, I tend to make these sentences their own paragraph. Personally, I blame that in the past, accusers have generally been fairly terrible about qualifying what made my wall of text, a wall of text. Forcing me mostly to guess, and adjust. It is also these other previous issues with this, that have just generally lead me to regard Wall-of-texts as not a real accusation. Generally I do read my stuff prior to posting it. I do miss a few things due to being in a rush, yes. Though--I just noticed that in your reply to shorten my response, I appear to have a few newlines in odd places. I am fairly certain my client forces a newline on my messages at column 79... though it has just occurred to me it might not--or that may somehow have an issue propagated elsewhere. I will note, that in threads about coding issues, I agree that text should be short. The code and comments in code should do most of the talking in those. However, this, and other threads that I have gone over board with the others in, there has been very little code applied. So what would normally be present in code and comments in the code, appears to be done in a more verbose manner. Thank you ~Katrina On Monday, July 26, 2010 05:34:35 pm Jonathan Murphy wrote: Sorry, I typed it in a hurry and yes, you would probably write something completely different to what I did, it was only an example of the short form communication that people prefer to read in a discussion list. I suppose it also isn't a blanket rule, sometimes (rarely) a wall of text may be required, particularly when someone is starting a new thread and trying to explain the problem they are dealing with and also when people are posting pieces of code. Just try to be as short as possible while maintaining your point. I have the habit of reading everything I post and if I realise I'm not adding anything to the conversation, I cut chunks of my post out as a courtesy to the other members. ___ 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
Re: [hlcoders] Discussion, Joel R. has invited you to open a Google mail account
If his account is anything like mine, he should still have 90 some invites left... On Fri, Dec 11, 2009 at 6:49 PM, Daniel Glenn ackartdasfu...@gmail.com wrote: Christ guys, I'm sure he just clicked the wrong button and wasn't intending on offering the entire list an invitation. On Fri, Dec 11, 2009 at 6:35 PM, Igor Krucko padawan3...@hotmail.comwrote: No thanks. No more offers like these, please. We all know Gmail. I suggest to stick to the theme (theme being HLcoders), or else we might just as welll start sending pictures of birds we've seen in our backyards. Thank you. - Igor From: r2d2r...@gmail.com Date: Fri, 11 Dec 2009 17:46:05 +0100 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Discussion, Joel R. has invited you to open a Google mail account I'm pretty sure the mailing list bot will be pretty happy with your offering... 2009/12/11 Joel R. joelru...@gmail.com shit, wrong person, ignore. On Fri, Dec 11, 2009 at 10:06 AM, Didrole didr...@gmail.com wrote: SPAM 2009/12/11 Joel R. joelru...@gmail.com I've been using Gmail and thought you might like to try it out. Here's an invitation to create an account. --- Joel R. has invited you to open a free Gmail account. To accept this invitation and register for your account, visit http://mail.google.com/mail/a-7ab4886b1-4403d80fb7-81761ab28c15aa81 Once you create your account, Joel R. will be notified with your new email address so you can stay in touch with Gmail! If you haven't already heard about Gmail, it's a new search-based webmail service that offers: - Over 2,700 megabytes (two gigabytes) of free storage - Built-in Google search that instantly finds any message you want - Automatic arrangement of messages and related replies into conversations - Powerful spam protection using innovative Google technology - No large, annoying ads--just small text ads and related pages that are relevant to the content of your messages To learn more about Gmail before registering, visit: http://mail.google.com/mail/help/benefits.html And, to see how easy it can be to switch to a new email service, check out our new switch guide: http://mail.google.com/mail/help/switch/ We're still working every day to improve Gmail, so we might ask for your comments and suggestions periodically. We hope you'll like Gmail. We do. And, it's only going to get better. Thanks, The Gmail Team (If clicking the URLs in this message does not work, copy and paste them into the address bar of your browser). ___ 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 _ Windows Live: Make it easier for your friends to see what you’re up to on Facebook. http://go.microsoft.com/?linkid=9691816 ___ 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] Garry's Mod - gamemode contest
Whoever remakes Build Bridge/To The Top automatically wins 1st place! On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman garrynew...@gmail.com wrote: I don't know whether this will be considered spam, but I thought I'd let the list know about this contest incase anyone's interested (to my mind it's probably the 2nd most logical place to post this) The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5 gamemodes win a prize. Top prize is $5,000. I'm sure a lot of people here know C++, and the Source engine, but don't really know Lua.. To be totally honest if you could code a mod you will find it insanely easy to code one in Lua. Many of the functions are named the same, you don't have to code common things like class or round based systems because they're already done. You can read more about it here: http://frettacontest.facepunchstudios.com/ garry ___ 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] Replacing rain particles with updated real particles?
I think there's rain/snow on some of the newest TF2 maps, no? On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro corsa...@gmail.com wrote: Also, keep in mind that L4D2 uses a newer version of the particle systems. I'm not sure if Valve even plans on updating the old systems for Tf2 or for the SDK. On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Tom: Wouldn't particle systems overflow the edges of the brush? On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with particles. -- Jorge Vino Rodriguez ___ 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] Do high ping players cause extra lag?
We require more vespene gas... CANNOT CREATE MORE UNITS. On Tue, Oct 13, 2009 at 7:33 PM, Joel R. joelru...@gmail.com wrote: The ones who say, high pingers lag everyone else, play too much starcraft. On Tue, Oct 13, 2009 at 1:03 PM, Ryan Sheffer darksk...@gmail.com wrote: The only thing I would consider with a high pinging player would be spikes severe enough to cause a full client update to that player, which might fail and call another full client update. It is unreasonable to think this would happen though, but its the only thing I can think of. Other than that, I would go with the fact that a player with 250 ping looks laggy to players with 50 ping. On Tue, Oct 13, 2009 at 7:46 AM, Andrew Ritchie gotta...@gmail.com wrote: Extra load on servers would imply a 100 ping player and a 500 ping player require different amounts of processing. The 2 obvious places this could potentially occur in Source are the think/movement calculations on each packet and rewinding players in prediction for the shot calculations. The former *might* be an issue if Source calculates and runs every individual command packet and accumulates them between tick frames. However that'd not be any more or less packets to calculate for someone with a higher ping, it would just mean their commands arrive later. If there's a lot of choke or backup in deliveries then it might be a case of they all arrive and are processed at one time. That all boils down to the individual engines' handling of packets, worst case would also be if an engine waited on and demanded synchronized packet order which could throw a spanner in the works on a dodgey connection, and that is really dependent on the networking model the developers chose. I'm sure you already know all that, so just confirming that there's a lot of different things that could potentially cause high pings to upset a game server. However if it's a consistent connection most people will just be complaining because prediction isn't perfect and extrapolation on high latency players will be more prone cause noticeable divergences from actual data from time to time. On Tue, Oct 13, 2009 at 1:23 PM, Marek Sieradzki marek.sierad...@gmail.comwrote: HL1 is ancient. ___ 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 -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] In game map editing
I believe someone already did something like this for portal: http://www.youtube.com/watch?v=65EDQB4OWcg While I don't know the exact specifics behind what else might be needed or how well it works, you can however see everything from building the map to applying game logic available from right within portal itself. -L On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: Or go fullbright and apply a drawdistance of 1024 units to keep the fps friendly. 2009/9/12 Andrew Ritchie gotta...@gmail.com: VMF != BSP You CAN reference brushes and things back to the VMF from a BSP but I'd suggest you go and do a little more reading and file browsing to see why what you are suggesting would require the elimination of seperate file formats and if you want it in real time either an massive overhaul of the RAD calculation or full transition to dynamic lighting. On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Well the vmf file contains alot of data and it is easy to draw the brushs but you can still not do lighting without alot of extra work on valves part. from what i know we can have a map load draw brushs and put colsision physics on it, is that not something that can be doen with the sdk, anyway the uses of this are opening map editing to more less knolageable players wanting to make a map. Andrew Ritchie wrote: What would the difference between this and normal hammer be? The only thing you could do was run game logic, you'd still have to run the compilers each time to see the resulting changes. There are rough features in place that make it appear like at some point Source was able to talk back to Hammer, especially with the Source BSP format having precompiled brush data in it. However the advantages of the feature you want and hammer is nothing, except ingame you'd have to reload the map all the time. On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Hi I was wondering if it is possable to make a version of hammer that works ingame and renders the vmf as somesort of mesh and then allows you to edit it using ingame tools. Thanks, Vbitz ___ 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] whats happening with this engine
Breaking stuff comes with the territory... but really it's not the tools, it's how you use them. And given how old the tech is, I'm amazed how long Valve has managed to push the limits of the engine without really changing the tool chain dramatically. I'm still waiting for the day they personally blow me away by introducing subtractive brushes, terrain layers along with a built-in UI for creating your own sprite emitters and shaders like UT has already had for years. As much as I sometimes love how everything is merely a set of large corridors which tricks you into thinking it's not, I hate trying to escape into directions that look reachable only to hit an invisible wall. -L On Fri, Jul 24, 2009 at 12:21 AM, Matt Hoffmanlord.matt.hoff...@gmail.com wrote: They seem to break stuff fixing other things. On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy nuclearfri...@gmail.comwrote: I certainly couldn't complain, where I work we make our level environments entirely in 3DSMAX... :( I imagine that if Valve is like most developers then they are quite adept enough at using their own tools that they don't see a huge need to revamp things into the more agile form that today's engines tool chains are moving towards. Sure there might be some benefit there but they seem to quite suffice as the quality of Valves games attest to. If it ain't broke, why fix it? On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote: I remember some guy was developing an alternative to Hammer. I don't know what happened with that but it looked promising. On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote: G typos... send = sending without = within --Bob On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote: There's nothing wrong with improvement, offering suggestions, or send your own improvements. Just be civil about it. I just get really tired of one guy making a perfectly civil suggestion, and then without hours my email box gets flooded with people tossing in their 2 cents and bitching about things like here's why the engine sucks or here's a laundry list of stuff they need to fix. Geez, if you hate it that much go mod on a different platform. Or at least keep your bitching off the list. This is a QA mailing list, not a feel-good Modders Anonymous support group. *steps off soap box* --Bob On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivas giaym.m...@gmail.com wrote: The solution is that valve hires Jed as Tools programmer. ___ 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 -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for Resistance and Liberation www.resistanceandliberation.com Programmer for Red Tribe www.redtribe.com ___ 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] Hammer update?
I'm actually curious about this myself. Will the current L4D SDK (once it's wrapped up) be included into the standard SDK or will it continue to be a stand-alone? -L On Tue, Jun 2, 2009 at 6:23 AM, Christian Rudolph ch...@visualistic.de wrote: Hi all, i've played around with the VHE from the latest L4D Authoring Tools and noticed that the Ray-Traced Preview gets a nice update, its much faster and reliable. So here's my Question, are there any plans to ship this update in the near future to the good old SourceSDK? Thanks in Advanced Best Regards Chris R __ Hinweis von ESET NOD32 Antivirus, Signaturdatenbank-Version 4122 (20090602) __ E-Mail wurde geprüft mit ESET NOD32 Antivirus. http://www.eset.com ___ 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] Amateur mod team looking for skilled Lead Programmer
Thanks! On Tue, Oct 14, 2008 at 4:02 PM, Tom Leighton [EMAIL PROTECTED] wrote: on irc.gamesurge.net port 6667 Channel #hlcoders Lech wrote: So, where exactly is this IRC channel located I've read so much about? On Tue, Oct 14, 2008 at 11:17 AM, Adam Maras (memzero) [EMAIL PROTECTED] wrote: Hop on the IRC if you haven't already! We don't mind recruiters. Soon I'll look into setting something up where people looking for coders can put out an announcement on the Steam group or something. // mem Matthew Dryden wrote: One big problem I have is that it seems damned near impossible to recruit anyone onto your team that you don't already know (not to say that is the best practice). I'd like to see a forum or something setup for this purpose. I'm in need of another programmer myself for Modular Combat...and I'm at a loss as to where to find one! Matt Hoffman wrote: Just like the combine is watching us? On Tue, Oct 14, 2008 at 8:59 AM, Yahn Bernier [EMAIL PROTECTED] wrote: But we're always reading... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: Tuesday, October 14, 2008 8:56 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer Valve rarely posts on here thou, just Tony and I think he does that in his off-work time. On Tue, Oct 14, 2008 at 8:48 AM, botman [EMAIL PROTECTED] wrote: Tom Leighton wrote: I believe not, same goes for the source coding forum on SPUF. I tend to enforce the This forum is for help unofficial rule but if people started making informative detailed posts about their mod and why they wanted help i'm sure I wouldn't mind. Who's up for writing a rulebook for hlcoders? I think since this list is owned and maintained by Valve, it would be up to Valve to state what the rules are. Not us. :) -- Jeffrey botman Broome ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Archways as a displacement?
That video was extremely helpful in explaining the subdivide function a little more clearly and some of it's uses, but it didn't seem to answer my question entirely. The displacement which makes up the tunnel arches in Hydro appears to be using a displacement power of 3 and are bent ever so slightly to form a perfectly flat rise toward the center. I guess what I'm asking exactly is: how is it possible to neatly bend a displacement along a vertex without it wrinkling? I think I've tried everything fwithout much luck and was wondering if there is a way to manually edit the vertices in the top/front/side views instead of simply painting them in just the 3D viewport. On Sat, Oct 11, 2008 at 11:49 PM, bl4nk [EMAIL PROTECTED] wrote: http://www.louisfortier.ca/upload/displacement_tut.7z There's a good video tutorial on displacements. It's a 20.8mb download, so it should go by relatively fast. I got the link from this thread on the NS2 forums: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102859 They're currently having some web problems so I had to pull it off of the WayBack machine, but that thread should be there still when they resolve their issues with their website. Matt Hoffman wrote: All a displacement face has to be is four sided, so a default arch should work. Then just select the outer faces, create a displacement, hit Sub-Division if you wish and check that? --You could try smoothing groups too. On Sat, Oct 11, 2008 at 9:00 PM, Lech [EMAIL PROTECTED] wrote: Recently upon inspecting TF2 hydro in an attempt to find a way to create a nicer archway, I noticed that some of the tunnel entrances had a nicely smoothed archway that capped the entrance. At first they look like complex BSP arrangements or props, but upon closer inspection with mat_wireframe 1 it appears that they're sculpted entirely out of displacements. Now I'm a bit curious as to how it's possible to create a similar displacement since all attempts I've made at replicating it have been pretty ugly and very challenging. Is there an easier way to do this? ___ 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] Archways as a displacement?
Alright I think I figured it out after reexamining Hydro more closely. What I thought looked like a power of 3 was actually 2 BSP volumes with displacements set at the power of 2 which makes more sense now. After attempting a couple of tests, working with lower quality power of 2 displacements for this purpose makes more sense to handle manually since there are less vertices to manage and smoothing groups can finish it off. Originally I planned to create this using over a dozen smaller BSP volumes which would have probably driven performance into the ground, but this is a much better alternative to creating custom frames and archways. If you guys want the details on this I'll post them later, but I think it's possible to figure out just by that explanation. Thanks for the help. On Sat, Oct 11, 2008 at 11:49 PM, bl4nk [EMAIL PROTECTED] wrote: http://www.louisfortier.ca/upload/displacement_tut.7z There's a good video tutorial on displacements. It's a 20.8mb download, so it should go by relatively fast. I got the link from this thread on the NS2 forums: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102859 They're currently having some web problems so I had to pull it off of the WayBack machine, but that thread should be there still when they resolve their issues with their website. Matt Hoffman wrote: All a displacement face has to be is four sided, so a default arch should work. Then just select the outer faces, create a displacement, hit Sub-Division if you wish and check that? --You could try smoothing groups too. On Sat, Oct 11, 2008 at 9:00 PM, Lech [EMAIL PROTECTED] wrote: Recently upon inspecting TF2 hydro in an attempt to find a way to create a nicer archway, I noticed that some of the tunnel entrances had a nicely smoothed archway that capped the entrance. At first they look like complex BSP arrangements or props, but upon closer inspection with mat_wireframe 1 it appears that they're sculpted entirely out of displacements. Now I'm a bit curious as to how it's possible to create a similar displacement since all attempts I've made at replicating it have been pretty ugly and very challenging. Is there an easier way to do this? ___ 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] Archways as a displacement?
Recently upon inspecting TF2 hydro in an attempt to find a way to create a nicer archway, I noticed that some of the tunnel entrances had a nicely smoothed archway that capped the entrance. At first they look like complex BSP arrangements or props, but upon closer inspection with mat_wireframe 1 it appears that they're sculpted entirely out of displacements. Now I'm a bit curious as to how it's possible to create a similar displacement since all attempts I've made at replicating it have been pretty ugly and very challenging. Is there an easier way to do this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders