[hlcoders] Blind project

2006-01-24 Thread Che
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
  Greetings,
  My name is Che Martin and I am a blind player of hl2.  This is accomplished 
by using a piece of software that turns images into decipherable sounds.  You 
can get an overview of this software if you wish at www.seeingwithsound.com.
  I am attempting to get a project off the ground so that blind users of this 
software can use hl2 to train with the software.
  I am looking for a couple of very basic levels, maybe two or three rooms each 
with simple black and white textures so the user doesn't get overloaded with 
visual information.  Also, two audio modifications would help tremendously, 
having a player generate a sound when they move so they can be tracked, and 
possibly a sound generated when you have a target in your aiming reticle.
  I have some background with visual basic and c+, and I think I can do some of 
the coding if someone can point me in the right direction, but for level 
creation, I definately need someone that can see.
  If you are interested in helping with this project, or know someone who might 
be, please let me know.  You can email me directly at [EMAIL PROTECTED] if you 
like.
  The main purpose of this project is to help folks understand and train with 
the seeing with sound software, and hopefully have some fun while doing it.  If 
you would like to be a part of this worthwhile effort, we welcome any and all 
assistance.
  Thanks,
  Che Martin
  [EMAIL PROTECTED]
www.linksForBlinks.com
--


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Re: [hlcoders] Blind project

2006-01-24 Thread Alexander Galerakis

Hello Che,
this is certainly for a noble cause. I can't help with the development but I
have posted your message on my HL2  Steam news website, Mod HQ, to
hopefully get more people's attention. If you are not ok with that for any
reason I can remove it of course, just ask. Good luck with this project, I
hope you get the help you need!

Regards,
Alexander Galerakis
Webmaster for Mod HQ
www.mod-hq.com


- Original Message -
From: Che [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 25, 2006 12:05 AM
Subject: [hlcoders] Blind project


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
 Greetings,
 My name is Che Martin and I am a blind player of hl2.  This is
accomplished by using a piece of software that turns images into
decipherable sounds.  You can get an overview of this software if you wish
at www.seeingwithsound.com.
 I am attempting to get a project off the ground so that blind users of
this software can use hl2 to train with the software.
 I am looking for a couple of very basic levels, maybe two or three rooms
each with simple black and white textures so the user doesn't get overloaded
with visual information.  Also, two audio modifications would help
tremendously, having a player generate a sound when they move so they can be
tracked, and possibly a sound generated when you have a target in your
aiming reticle.
 I have some background with visual basic and c+, and I think I can do some
of the coding if someone can point me in the right direction, but for level
creation, I definately need someone that can see.
 If you are interested in helping with this project, or know someone who
might be, please let me know.  You can email me directly at
[EMAIL PROTECTED] if you like.
 The main purpose of this project is to help folks understand and train
with the seeing with sound software, and hopefully have some fun while doing
it.  If you would like to be a part of this worthwhile effort, we welcome
any and all assistance.
 Thanks,
 Che Martin
 [EMAIL PROTECTED]
www.linksForBlinks.com
--


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Re: [hlcoders] Blind project

2006-01-24 Thread Che

 Hey Alexander,
 Of course, please post what you can far and wide.  Feel free to give out
my email address [EMAIL PROTECTED]

 And many thanks for this.
 Also, I am doing research on various console commands that will help the
blind player, as accessing the menus is tricky without sight.  Do you know
of any sites that would list the frequently used deathmatch commands?
Specifically, I am hoping to be able to launch a multi player session/map
from the console, including inputting the correct server and required
information.
 Thanks for any help,
 Che
- Original Message -
From: Alexander Galerakis [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 4:49 PM
Subject: Re: [hlcoders] Blind project



Hello Che,
this is certainly for a noble cause. I can't help with the development but
I
have posted your message on my HL2  Steam news website, Mod HQ, to
hopefully get more people's attention. If you are not ok with that for any
reason I can remove it of course, just ask. Good luck with this project, I
hope you get the help you need!

Regards,
Alexander Galerakis
Webmaster for Mod HQ
www.mod-hq.com


- Original Message -
From: Che [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 25, 2006 12:05 AM
Subject: [hlcoders] Blind project


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
 Greetings,
 My name is Che Martin and I am a blind player of hl2.  This is
accomplished by using a piece of software that turns images into
decipherable sounds.  You can get an overview of this software if you wish
at www.seeingwithsound.com.
 I am attempting to get a project off the ground so that blind users of
this software can use hl2 to train with the software.
 I am looking for a couple of very basic levels, maybe two or three rooms
each with simple black and white textures so the user doesn't get
overloaded
with visual information.  Also, two audio modifications would help
tremendously, having a player generate a sound when they move so they can
be
tracked, and possibly a sound generated when you have a target in your
aiming reticle.
 I have some background with visual basic and c+, and I think I can do
some
of the coding if someone can point me in the right direction, but for
level
creation, I definately need someone that can see.
 If you are interested in helping with this project, or know someone who
might be, please let me know.  You can email me directly at
[EMAIL PROTECTED] if you like.
 The main purpose of this project is to help folks understand and train
with the seeing with sound software, and hopefully have some fun while
doing
it.  If you would like to be a part of this worthwhile effort, we welcome
any and all assistance.
 Thanks,
 Che Martin
 [EMAIL PROTECTED]
www.linksForBlinks.com
--


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Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
Che, I have forwarded your email on to a serious games mail list which is
frequented by game developers interested in education, training and so forth.
They might find it interesting.

Here's an idea to toss out there.  What about creating a system where
descriptions of textures could be placed in a localized text file.  When the
player looked at a texture and asked for a description, they would get one.  It
doesn't help with spatial awareness but it does help with environment
description.  Just simple descriptions like Old weathered brick or Shiny
metal door might be interesting.

The same idea could be applied to prop models in the game.  Looking at a light
fixture gives you A light with a bare bulb or one might see A broken hole in
the concrete floor

For implementation, I think one would just project a vector to where the player
is looking.  Then see what texture it intersected and describe that texture.
Or see if it intersects a model, in which case one gets a model description.
Then some kind of text file would list each texture by name and an accompanying
description.  The same with each model name.  Wildcards would be useful, so that
for example any texture with the word brick in it would be described as
Brick unless there was a more exact match to the given texture.

Tim Holt

Quoting Che [EMAIL PROTECTED]:

   Hey Alexander,
   Of course, please post what you can far and wide.  Feel free to give out
 my email address [EMAIL PROTECTED]

   And many thanks for this.
   Also, I am doing research on various console commands that will help the
 blind player, as accessing the menus is tricky without sight.  Do you know
 of any sites that would list the frequently used deathmatch commands?
 Specifically, I am hoping to be able to launch a multi player session/map
 from the console, including inputting the correct server and required
 information.
   Thanks for any help,
   Che
 - Original Message -
 From: Alexander Galerakis [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 24, 2006 4:49 PM
 Subject: Re: [hlcoders] Blind project


  Hello Che,
  this is certainly for a noble cause. I can't help with the development but
  I
  have posted your message on my HL2  Steam news website, Mod HQ, to
  hopefully get more people's attention. If you are not ok with that for any
  reason I can remove it of course, just ask. Good luck with this project, I
  hope you get the help you need!
 
  Regards,
  Alexander Galerakis
  Webmaster for Mod HQ
  www.mod-hq.com
 
 
  - Original Message -
  From: Che [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, January 25, 2006 12:05 AM
  Subject: [hlcoders] Blind project
 
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
   Greetings,
   My name is Che Martin and I am a blind player of hl2.  This is
  accomplished by using a piece of software that turns images into
  decipherable sounds.  You can get an overview of this software if you wish
  at www.seeingwithsound.com.
   I am attempting to get a project off the ground so that blind users of
  this software can use hl2 to train with the software.
   I am looking for a couple of very basic levels, maybe two or three rooms
  each with simple black and white textures so the user doesn't get
  overloaded
  with visual information.  Also, two audio modifications would help
  tremendously, having a player generate a sound when they move so they can
  be
  tracked, and possibly a sound generated when you have a target in your
  aiming reticle.
   I have some background with visual basic and c+, and I think I can do
  some
  of the coding if someone can point me in the right direction, but for
  level
  creation, I definately need someone that can see.
   If you are interested in helping with this project, or know someone who
  might be, please let me know.  You can email me directly at
  [EMAIL PROTECTED] if you like.
   The main purpose of this project is to help folks understand and train
  with the seeing with sound software, and hopefully have some fun while
  doing
  it.  If you would like to be a part of this worthwhile effort, we welcome
  any and all assistance.
   Thanks,
   Che Martin
   [EMAIL PROTECTED]
  www.linksForBlinks.com
  --
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
I could create the levels for you - the software part I unfortunately don't have
time for, thought I am interested in the idea.

When you say black and white textures, do you mean having a wall be all black,
or a floor all white, or more a mixture like a checkerboard pattern?

Tim

Quoting Che [EMAIL PROTECTED]:

   Hi Tim,
   Yes, I think that would be very informative.  I don't know how much if at
 all hl2's engine can interact with other software, but if it could be made
 to talk with our screenreaders, that would open up an entire world of
 possibilities.
   At this point however, I would be satisfied with just getting a couple of
 simple levels done and a audio mod that would allow one to track other
 players by sound.
   One thing in the future that would be nice is an audio file to play when
 you picked up a weapon or ammo or health that would say the name of the item
 you picked up.
  Is that sort of thing doable?
   Many thanks,
   Che
 - Original Message -
 From: Tim Holt [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
 Cc: hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 24, 2006 5:41 PM
 Subject: Re: [hlcoders] Blind project


 Che, I have forwarded your email on to a serious games mail list which is
 frequented by game developers interested in education, training and so
 forth.
 They might find it interesting.

 Here's an idea to toss out there.  What about creating a system where
 descriptions of textures could be placed in a localized text file.  When the
 player looked at a texture and asked for a description, they would get one.
 It
 doesn't help with spatial awareness but it does help with environment
 description.  Just simple descriptions like Old weathered brick or Shiny
 metal door might be interesting.

 The same idea could be applied to prop models in the game.  Looking at a
 light
 fixture gives you A light with a bare bulb or one might see A broken hole
 in
 the concrete floor

 For implementation, I think one would just project a vector to where the
 player
 is looking.  Then see what texture it intersected and describe that texture.
 Or see if it intersects a model, in which case one gets a model description.
 Then some kind of text file would list each texture by name and an
 accompanying
 description.  The same with each model name.  Wildcards would be useful, so
 that
 for example any texture with the word brick in it would be described as
 Brick unless there was a more exact match to the given texture.

 Tim Holt

 Quoting Che [EMAIL PROTECTED]:

Hey Alexander,
Of course, please post what you can far and wide.  Feel free to give out
  my email address [EMAIL PROTECTED]
 
And many thanks for this.
Also, I am doing research on various console commands that will help the
  blind player, as accessing the menus is tricky without sight.  Do you know
  of any sites that would list the frequently used deathmatch commands?
  Specifically, I am hoping to be able to launch a multi player session/map
  from the console, including inputting the correct server and required
  information.
Thanks for any help,
Che
  - Original Message -
  From: Alexander Galerakis [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Tuesday, January 24, 2006 4:49 PM
  Subject: Re: [hlcoders] Blind project
 
 
   Hello Che,
   this is certainly for a noble cause. I can't help with the development
   but
   I
   have posted your message on my HL2  Steam news website, Mod HQ, to
   hopefully get more people's attention. If you are not ok with that for
   any
   reason I can remove it of course, just ask. Good luck with this project,
   I
   hope you get the help you need!
  
   Regards,
   Alexander Galerakis
   Webmaster for Mod HQ
   www.mod-hq.com
  
  
   - Original Message -
   From: Che [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Wednesday, January 25, 2006 12:05 AM
   Subject: [hlcoders] Blind project
  
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
Greetings,
My name is Che Martin and I am a blind player of hl2.  This is
   accomplished by using a piece of software that turns images into
   decipherable sounds.  You can get an overview of this software if you
   wish
   at www.seeingwithsound.com.
I am attempting to get a project off the ground so that blind users of
   this software can use hl2 to train with the software.
I am looking for a couple of very basic levels, maybe two or three
   rooms
   each with simple black and white textures so the user doesn't get
   overloaded
   with visual information.  Also, two audio modifications would help
   tremendously, having a player generate a sound when they move so they
   can
   be
   tracked, and possibly a sound generated when you have a target in your
   aiming reticle.
I have some background with visual basic and c+, and I think I can do
   some

Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
Ah I think i understand what you mean about a black and white level.  I
downloaded the vOICe software from http://www.seeingwithsound.com/.  I get now
how it creates different sounds based on an image.  I pasted below a
description from the website for those that are curious about how it works.

--- begin quote ---
There are three simple rules in the general image to sound mapping of greyscale
camera images, each rule dealing with one fundamental aspect of vision: rule 1
concerns left and right, rule 2 concerns up and down, and rule 3 concerns dark
and light. The actual rules of the game are

1. Left and Right.

Video is sounded in a left to right scanning order, by default at a rate of one
image snapshot per second. You will hear the stereo sound pan from left to
right correspondingly. Hearing some sound on your left or right thus means
having a corresponding visual pattern on your left or right, respectively.

2. Up and Down.

During every scan, pitch means elevation: the higher the pitch, the higher the
position of the visual pattern. Consequently, if the pitch goes up or down, you
have a rising or falling visual pattern, respectively.

3. Dark and Light.

Loudness means brightness: the louder the brighter. Consequently, silence means
black, and a loud sound means white, and anything in between is a shade of
grey.

--- end quote ---



Quoting Tim Holt [EMAIL PROTECTED]:

 I could create the levels for you - the software part I unfortunately don't
 have
 time for, thought I am interested in the idea.

 When you say black and white textures, do you mean having a wall be all
 black,
 or a floor all white, or more a mixture like a checkerboard pattern?

 Tim

 Quoting Che [EMAIL PROTECTED]:

Hi Tim,
Yes, I think that would be very informative.  I don't know how much if at
  all hl2's engine can interact with other software, but if it could be made
  to talk with our screenreaders, that would open up an entire world of
  possibilities.
At this point however, I would be satisfied with just getting a couple of
  simple levels done and a audio mod that would allow one to track other
  players by sound.
One thing in the future that would be nice is an audio file to play when
  you picked up a weapon or ammo or health that would say the name of the
 item
  you picked up.
   Is that sort of thing doable?
Many thanks,
Che
  - Original Message -
  From: Tim Holt [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
  Cc: hlcoders@list.valvesoftware.com
  Sent: Tuesday, January 24, 2006 5:41 PM
  Subject: Re: [hlcoders] Blind project
 
 
  Che, I have forwarded your email on to a serious games mail list which is
  frequented by game developers interested in education, training and so
  forth.
  They might find it interesting.
 
  Here's an idea to toss out there.  What about creating a system where
  descriptions of textures could be placed in a localized text file.  When
 the
  player looked at a texture and asked for a description, they would get one.
  It
  doesn't help with spatial awareness but it does help with environment
  description.  Just simple descriptions like Old weathered brick or Shiny
  metal door might be interesting.
 
  The same idea could be applied to prop models in the game.  Looking at a
  light
  fixture gives you A light with a bare bulb or one might see A broken
 hole
  in
  the concrete floor
 
  For implementation, I think one would just project a vector to where the
  player
  is looking.  Then see what texture it intersected and describe that
 texture.
  Or see if it intersects a model, in which case one gets a model
 description.
  Then some kind of text file would list each texture by name and an
  accompanying
  description.  The same with each model name.  Wildcards would be useful, so
  that
  for example any texture with the word brick in it would be described as
  Brick unless there was a more exact match to the given texture.
 
  Tim Holt
 
  Quoting Che [EMAIL PROTECTED]:
 
 Hey Alexander,
 Of course, please post what you can far and wide.  Feel free to give
 out
   my email address [EMAIL PROTECTED]
  
 And many thanks for this.
 Also, I am doing research on various console commands that will help
 the
   blind player, as accessing the menus is tricky without sight.  Do you
 know
   of any sites that would list the frequently used deathmatch commands?
   Specifically, I am hoping to be able to launch a multi player session/map
   from the console, including inputting the correct server and required
   information.
 Thanks for any help,
 Che
   - Original Message -
   From: Alexander Galerakis [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Tuesday, January 24, 2006 4:49 PM
   Subject: Re: [hlcoders] Blind project
  
  
Hello Che,
this is certainly for a noble cause. I can't help with the development
but
I
have posted your message on my HL2  Steam

Re: [hlcoders] Blind project

2006-01-24 Thread Che

 As to the textures, I think black textures with a white edging might work
best, but this is one area that will take a bet of testing to determine the
best approach.  Either way, the textures should be quite simple to create,
and I am totally open to any ideas.
 You can get an idea of how the voice software will interpret the textures
at www.seeingwithsound.com
 It is basically creating a sound pattern every second from left to right,
spikes in the pitch indicate brighter areas, and vice versa.

- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: Che [EMAIL PROTECTED]
Cc: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 5:59 PM
Subject: Re: [hlcoders] Blind project



I could create the levels for you - the software part I unfortunately don't
have
time for, thought I am interested in the idea.

When you say black and white textures, do you mean having a wall be all
black,
or a floor all white, or more a mixture like a checkerboard pattern?

Tim

Quoting Che [EMAIL PROTECTED]:


  Hi Tim,
  Yes, I think that would be very informative.  I don't know how much if
at
all hl2's engine can interact with other software, but if it could be
made
to talk with our screenreaders, that would open up an entire world of
possibilities.
  At this point however, I would be satisfied with just getting a couple
of
simple levels done and a audio mod that would allow one to track other
players by sound.
  One thing in the future that would be nice is an audio file to play
when
you picked up a weapon or ammo or health that would say the name of the
item
you picked up.
 Is that sort of thing doable?
  Many thanks,
  Che
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
Cc: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 5:41 PM
Subject: Re: [hlcoders] Blind project


Che, I have forwarded your email on to a serious games mail list which is
frequented by game developers interested in education, training and so
forth.
They might find it interesting.

Here's an idea to toss out there.  What about creating a system where
descriptions of textures could be placed in a localized text file.  When
the
player looked at a texture and asked for a description, they would get
one.
It
doesn't help with spatial awareness but it does help with environment
description.  Just simple descriptions like Old weathered brick or
Shiny
metal door might be interesting.

The same idea could be applied to prop models in the game.  Looking at a
light
fixture gives you A light with a bare bulb or one might see A broken
hole
in
the concrete floor

For implementation, I think one would just project a vector to where the
player
is looking.  Then see what texture it intersected and describe that
texture.
Or see if it intersects a model, in which case one gets a model
description.
Then some kind of text file would list each texture by name and an
accompanying
description.  The same with each model name.  Wildcards would be useful,
so
that
for example any texture with the word brick in it would be described as
Brick unless there was a more exact match to the given texture.

Tim Holt

Quoting Che [EMAIL PROTECTED]:

   Hey Alexander,
   Of course, please post what you can far and wide.  Feel free to give
 out
 my email address [EMAIL PROTECTED]

   And many thanks for this.
   Also, I am doing research on various console commands that will help
 the
 blind player, as accessing the menus is tricky without sight.  Do you
 know
 of any sites that would list the frequently used deathmatch commands?
 Specifically, I am hoping to be able to launch a multi player
 session/map
 from the console, including inputting the correct server and required
 information.
   Thanks for any help,
   Che
 - Original Message -
 From: Alexander Galerakis [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 24, 2006 4:49 PM
 Subject: Re: [hlcoders] Blind project


  Hello Che,
  this is certainly for a noble cause. I can't help with the
  development
  but
  I
  have posted your message on my HL2  Steam news website, Mod HQ, to
  hopefully get more people's attention. If you are not ok with that
  for
  any
  reason I can remove it of course, just ask. Good luck with this
  project,
  I
  hope you get the help you need!
 
  Regards,
  Alexander Galerakis
  Webmaster for Mod HQ
  www.mod-hq.com
 
 
  - Original Message -
  From: Che [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, January 25, 2006 12:05 AM
  Subject: [hlcoders] Blind project
 
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
   Greetings,
   My name is Che Martin and I am a blind player of hl2.  This is
  accomplished by using a piece of software that turns images into
  decipherable sounds.  You can get an overview of this software if you
  wish
  at www.seeingwithsound.com.
   I am

Re: [hlcoders] Blind project

2006-01-24 Thread Alexander Galerakis

Hello,
I have another suggestion. Perhaps you could contact the people at
http://gamescc.rbkdesign.com/

They are the creators of Doom3[CC] Mod (Closed Caption) which was created to
allow hearing impaired people to play Doom 3 easily without missing part of
the experience. They are working on other similar projects at the moment I
think.

It's basically the opposite of what you are trying to achieve as they turned
sound into visual elements. Of course, this wouldn't be much help for your
project, I'm simply saying they are skilled people and may be interested in
helping out... Good luck.

Regards,
Alexander Galerakis
Webmaster for Mod HQ
www.mod-hq.com

- Original Message -
From: Che [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 25, 2006 3:11 AM
Subject: Re: [hlcoders] Blind project



 As to the textures, I think black textures with a white edging might work
best, but this is one area that will take a bet of testing to determine
the
best approach.  Either way, the textures should be quite simple to create,
and I am totally open to any ideas.
 You can get an idea of how the voice software will interpret the textures
at www.seeingwithsound.com
 It is basically creating a sound pattern every second from left to right,
spikes in the pitch indicate brighter areas, and vice versa.

- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: Che [EMAIL PROTECTED]
Cc: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 5:59 PM
Subject: Re: [hlcoders] Blind project



I could create the levels for you - the software part I unfortunately
don't
have
time for, thought I am interested in the idea.

When you say black and white textures, do you mean having a wall be all
black,
or a floor all white, or more a mixture like a checkerboard pattern?

Tim

Quoting Che [EMAIL PROTECTED]:


  Hi Tim,
  Yes, I think that would be very informative.  I don't know how much if
at
all hl2's engine can interact with other software, but if it could be
made
to talk with our screenreaders, that would open up an entire world of
possibilities.
  At this point however, I would be satisfied with just getting a couple
of
simple levels done and a audio mod that would allow one to track other
players by sound.
  One thing in the future that would be nice is an audio file to play
when
you picked up a weapon or ammo or health that would say the name of the
item
you picked up.
 Is that sort of thing doable?
  Many thanks,
  Che
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
Cc: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 5:41 PM
Subject: Re: [hlcoders] Blind project


Che, I have forwarded your email on to a serious games mail list which
is
frequented by game developers interested in education, training and so
forth.
They might find it interesting.

Here's an idea to toss out there.  What about creating a system where
descriptions of textures could be placed in a localized text file.  When
the
player looked at a texture and asked for a description, they would get
one.
It
doesn't help with spatial awareness but it does help with environment
description.  Just simple descriptions like Old weathered brick or
Shiny
metal door might be interesting.

The same idea could be applied to prop models in the game.  Looking at a
light
fixture gives you A light with a bare bulb or one might see A broken
hole
in
the concrete floor

For implementation, I think one would just project a vector to where the
player
is looking.  Then see what texture it intersected and describe that
texture.
Or see if it intersects a model, in which case one gets a model
description.
Then some kind of text file would list each texture by name and an
accompanying
description.  The same with each model name.  Wildcards would be useful,
so
that
for example any texture with the word brick in it would be described
as
Brick unless there was a more exact match to the given texture.

Tim Holt

Quoting Che [EMAIL PROTECTED]:

   Hey Alexander,
   Of course, please post what you can far and wide.  Feel free to give
 out
 my email address [EMAIL PROTECTED]

   And many thanks for this.
   Also, I am doing research on various console commands that will help
 the
 blind player, as accessing the menus is tricky without sight.  Do you
 know
 of any sites that would list the frequently used deathmatch commands?
 Specifically, I am hoping to be able to launch a multi player
 session/map
 from the console, including inputting the correct server and required
 information.
   Thanks for any help,
   Che
 - Original Message -
 From: Alexander Galerakis [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, January 24, 2006 4:49 PM
 Subject: Re: [hlcoders] Blind project


  Hello Che,
  this is certainly for a noble cause. I can't help with the
  development
  but
  I
  have posted your message on my HL2  Steam news website, Mod

Re: [hlcoders] Blind project

2006-01-24 Thread Che

 Hi Tim,
 I would be interested in joining this list if possible...
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED]
Cc: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 5:41 PM
Subject: Re: [hlcoders] Blind project



Che, I have forwarded your email on to a serious games mail list which is
frequented by game developers interested in education, training and so
forth.
They might find it interesting.

Here's an idea to toss out there.  What about creating a system where
descriptions of textures could be placed in a localized text file.  When
the
player looked at a texture and asked for a description, they would get
one.  It
doesn't help with spatial awareness but it does help with environment
description.  Just simple descriptions like Old weathered brick or
Shiny
metal door might be interesting.

The same idea could be applied to prop models in the game.  Looking at a
light
fixture gives you A light with a bare bulb or one might see A broken
hole in
the concrete floor

For implementation, I think one would just project a vector to where the
player
is looking.  Then see what texture it intersected and describe that
texture.
Or see if it intersects a model, in which case one gets a model
description.
Then some kind of text file would list each texture by name and an
accompanying
description.  The same with each model name.  Wildcards would be useful,
so that
for example any texture with the word brick in it would be described as
Brick unless there was a more exact match to the given texture.

Tim Holt

Quoting Che [EMAIL PROTECTED]:


  Hey Alexander,
  Of course, please post what you can far and wide.  Feel free to give
out
my email address [EMAIL PROTECTED]

  And many thanks for this.
  Also, I am doing research on various console commands that will help
the
blind player, as accessing the menus is tricky without sight.  Do you
know
of any sites that would list the frequently used deathmatch commands?
Specifically, I am hoping to be able to launch a multi player session/map
from the console, including inputting the correct server and required
information.
  Thanks for any help,
  Che
- Original Message -
From: Alexander Galerakis [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 24, 2006 4:49 PM
Subject: Re: [hlcoders] Blind project


 Hello Che,
 this is certainly for a noble cause. I can't help with the development
 but
 I
 have posted your message on my HL2  Steam news website, Mod HQ, to
 hopefully get more people's attention. If you are not ok with that for
 any
 reason I can remove it of course, just ask. Good luck with this
 project, I
 hope you get the help you need!

 Regards,
 Alexander Galerakis
 Webmaster for Mod HQ
 www.mod-hq.com


 - Original Message -
 From: Che [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 25, 2006 12:05 AM
 Subject: [hlcoders] Blind project


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
  Greetings,
  My name is Che Martin and I am a blind player of hl2.  This is
 accomplished by using a piece of software that turns images into
 decipherable sounds.  You can get an overview of this software if you
 wish
 at www.seeingwithsound.com.
  I am attempting to get a project off the ground so that blind users of
 this software can use hl2 to train with the software.
  I am looking for a couple of very basic levels, maybe two or three
 rooms
 each with simple black and white textures so the user doesn't get
 overloaded
 with visual information.  Also, two audio modifications would help
 tremendously, having a player generate a sound when they move so they
 can
 be
 tracked, and possibly a sound generated when you have a target in your
 aiming reticle.
  I have some background with visual basic and c+, and I think I can do
 some
 of the coding if someone can point me in the right direction, but for
 level
 creation, I definately need someone that can see.
  If you are interested in helping with this project, or know someone
 who
 might be, please let me know.  You can email me directly at
 [EMAIL PROTECTED] if you like.
  The main purpose of this project is to help folks understand and train
 with the seeing with sound software, and hopefully have some fun while
 doing
 it.  If you would like to be a part of this worthwhile effort, we
 welcome
 any and all assistance.
  Thanks,
  Che Martin
  [EMAIL PROTECTED]
 www.linksForBlinks.com
 --


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