[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- ___ 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] Blind project
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 -- ___ 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] 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 -- ___ 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
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 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
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
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
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
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 -- ___ 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