[hlcoders] Compiling the sample shaders
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Weapon ballastics
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon ballastics
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: NPC's in MP
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Controlling NPCs
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Controlling NPCs
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Rotating a player, physically. Along with their view. And hitboxes
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating the view angles (roll?)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating the view angles (roll?)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Vector rotation
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Rotating the view angles (roll?)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders