[hlcoders] Compiling the sample shaders

2005-06-01 Thread Trauts
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I tried following http://www.valve-erc.com/srcsdk/Code/AuthoringShaders.html
. it didn't help.

I copied files to the correct paths.

when I do this:

(go to the path with build_sample_shaders.bat)

build_sample_shaders.bat -game
d:\progra~1\steam\steamapps\sourcemods\shaderfun

I get multiple errors.

What am I doing wrong?

D:\ShaderFun\src\sdkshadersbuild_sample_shaders.bat -game
d:\progra~1\steam\st
eamapps\sourcemods\shaderfun
The system cannot find the path specified.

sdk_shaders

C:\DOCUME~1\Dylan\LOCALS~1\Temp\shadercompiletemp\fxc.exe - Access is
denied.
C:\DOCUME~1\Dylan\LOCALS~1\Temp\shadercompiletemp\output.txt - The process
canno
t access the file because it is being used by another process.
C:\DOCUME~1\Dylan\LOCALS~1\Temp\shadercompiletemp\sdk_particle_ps11.fxc -
The pr
ocess cannot access the file because it is being used by another process.
The process cannot access the file because it is being used by another
process.
Can't find D:\ShaderFun\src\sdkshaders\..\devtools\bin\perl58.dll 
Can't open '..\dx9sdk\utilities\fxc.exe ' for writing.
0 File(s) copied

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[hlcoders] Re: Weapon ballastics

2005-02-02 Thread trauts
Not really. Bullets are instantaneous in HL.

My understanding is you'd have to make an entity representing it, render it,
etc, and then apply physics. The problem with this is there is a maximum speed
based on how often the position is updated. The end result is it would go to
fast, jerk around, and you'd get an error.



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Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Trauts
Once again, bullets are instantaneous in HL1/2. In other words, there isn't
really a bullet. It just checks if at the center of your crosshair you're
pointing at someone, if you are, it's a hit.

Message: 11
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapon ballastics
Date: Wed, 2 Feb 2005 18:59:02 -0500
Reply-To: hlcoders@list.valvesoftware.com

Also forgot to ask in the last post.
What determines the bullet velocity ?
I have been looking through the code and was quite sure, of what causes the
bullet velocity to take place.



r00t 3:16
CQC Gaming
www.cqc-gaming.com



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[hlcoders] Re: NPC's in MP

2005-01-26 Thread Trauts
Perhaps you could try looking in the correct files.

In the client dll, the entities are all changed from Cwhatever to
C_whatever. Therefore

C_BaseCombatCharacter might not have all the same stuff the
CBaseCombatCharacter class has.

You need to manually add the functions.

Basically, there are two versions of each class/entity.

For example: CBasePlayer, and C_BasePlayer. They are DIFFERENT but similar.
If you add something in CBasePlayer, you might have to add it in a different
class, or do something like

#if !defined( CLIENT_DLL )

If the function only doesn't exist on the client. It depends if it needs to
be run on both ends.

There are files in both the client project and the server project that look
like a similar class, and they are, but CBasePlayer is not exactly the same
as C_BasePlayer.

If its not in that game_shared folder, it means there will pretty much be a
different version for the client.



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[hlcoders] Re: Controlling NPCs

2005-01-25 Thread Trauts
Perhaps you could try looking in the correct files.

In the client dll, the entities are all changed from Cwhatever to
C_whatever. Therefore

C_BaseCombatCharacter might not have all the same stuff the
CBaseCombatCharacter class has.

You need to manually add the functions.



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[hlcoders] Re: Controlling NPCs

2005-01-25 Thread Trauts
Basically, there are two versions of each class/entity.

For example: CBasePlayer, and C_BasePlayer. They are DIFFERENT but similar.
If you add something in CBasePlayer, you might have to add it in a different
class, or do something like

#if !defined( CLIENT_DLL )

If the function only doesn't exist on the client. It depends if it needs to
be run on both ends.

There are files in both the client project and the server project that look
like a similar class, and they are, but CBasePlayer is not exactly the same
as C_BasePlayer.

If its not in that game_shared folder, it means there will pretty much be a
different version for the client.



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[hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-08 Thread Trauts
1) I've figured out that if I make m_angRender[PITCH] in
CBasePlayerAnimState = 90, then it'll rotate the player model. But how can I
make it so it'll rotate it from inside the CBasePlayer?

2) I can't seem to get the view to change. I'm guessing its in view.cpp, but
it could be in_camera.cpp. My changes don't seem to do anything. I know how
to change the matrix, supposing I knew where. There's a matrix in view.cpp,
but changing it doesn't do anything

3) Finally, I created a prone position. How can I modify the player's hitbox
so that collisions / damage will be proper again? Or is this automatic in
HL2?

-Trauts



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Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Trauts
Where is this camera with the different vectors? I don't see it anywhere..
ran searches, etc.

Message: 3
Date: Thu, 6 Jan 2005 01:00:01 -0800
From: David Byttow [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Rotating the view angles (roll?)
Reply-To: hlcoders@list.valvesoftware.com

Simply build the camera matrix directly.

You can build forward, up and right from just the up vector. The up
vector will be the normal of the wall and the forward vector will be
the direction the player is facing. To get the right vector, just
take the cross product of up CROSS forward. Now you have the 3
basis vectors for the camera. And the position is some offset from the
wall. Perhaps the point on the wall w/ some offset from the up
vector.

Here's the math:

camera.forward = player.forward
camera.up = wall.normal
camera.right = camera.up CROSS camera.forward
camera.position = player.position + wall.normal * EYE_HEIGHT



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Re: [hlcoders] Rotating the view angles (roll?)

2005-01-06 Thread Trauts
Actually, I found it. View.cpp

Message: 3
Date: Thu, 6 Jan 2005 01:00:01 -0800
From: David Byttow [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Rotating the view angles (roll?)
Reply-To: hlcoders@list.valvesoftware.com

Simply build the camera matrix directly.

You can build forward, up and right from just the up vector. The up
vector will be the normal of the wall and the forward vector will be
the direction the player is facing. To get the right vector, just
take the cross product of up CROSS forward. Now you have the 3
basis vectors for the camera. And the position is some offset from the
wall. Perhaps the point on the wall w/ some offset from the up
vector.

Here's the math:

camera.forward = player.forward
camera.up = wall.normal
camera.right = camera.up CROSS camera.forward
camera.position = player.position + wall.normal * EYE_HEIGHT



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[hlcoders] Vector rotation

2005-01-05 Thread Trauts
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how can I rotate a 3D vector along a plane?



for example... I have a vector that points straight up a wall, and one that
points to the right along the wall, and I want to rotate it to the left, so
that its pointing diagonally across the wall



The angle is arbitrary. So I might want to rotate the vector left or right
45 degrees, etc.



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[hlcoders] Rotating the view angles (roll?)

2005-01-05 Thread Trauts
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Basically, I coded a wall run movetype. However, I'd like to rotate the
camera so that it appears the wall they are running on is actually the floor
for them.



I have a normal vector to the wall, and I'm sure I need it, but I'm not sure
how to get this to work.



I think I have to use player-LocalEyeAngles() and player-SnapEyeAngles(),
but from there, I'm lost.

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