[hlcoders] little app
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I've downloaded the new Hammer 4.3 but there's 2 features I excepted I haven't seen :( The first is to be able to print the map draft... But I can do without it :) The second thing is a "Shut down after succesful compilation" checkbox... It'd be very useful. Now comes the real code question :D I found a way to get around this without a new version... The principle is to make a little Console Application which could be run after the compil tools (in the Run window) and which shuts down the PC. But I don't know how to shut down a PC in C++... Does anyone know a solution ? - Cortex : mapper & coder www.hlalbator.fr.st -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] v_weaponmodels skin changing
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that the python weapon model has submodel groups in it but what i really want to do is change the v_models skins on demand. you can set a players skin by playerPointer->pev->skin but it doesn't seem to work on v_weaponmodels... i tried adding it to the deploy function (pev->skin = 2) but it doesn't do anything the model stays its first skin. I have a compiled model with multiple skins already set up and i have done skin changes with player models before but it doesn't seem to work with the weapons for me. desert crisis did multiple submodels for each skin change. Am i not able to change the skin colour of a v_weaponmodel without making each skin colour change a submodel of the v_weaponmodel? Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon itself stays untouched but since the hands are compiled into the weapons its really part of the weapon so it should change :/ i dunno.. help anyone??? it'd be appreciated. thanks in advance Christopher Long. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] QOOLE
?! worldcraft came free on the hl cd! - Original Message - From: "Neale Roberts" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 8:02 AM Subject: Re: [hlcoders] QOOLE > I purchased Worldcraft! Then Valve went and gave it away for free. Can I get > my money back? :) > > - Original Message - > From: "Tim Holt" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, April 13, 2002 7:09 AM > Subject: Re: [hlcoders] QOOLE > > > > I was an original Qoole purchaser back a few years - used it for Q1 & TF > > mapping. I loved it EXCEPT for that exact error you mentioned. Drove > > me so crazy having to "fix" maps all the time. I chucked it and went > > "standard". > > > > Kuja wrote: > > > > >Even tho valve just released the new version of WC (valve hammer) I still > > >like to use a little program called QOOLE. Theres just one problem with > it, > > >and thats the fact that it rounds floats when it saves to .map so you get > > >leaks D:. Good news is, they released the source. I was looking for > someone > > >to help me update it to *workable* condition. Thanks. -- Kuja > > > > > >___ > > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > -- > > I think...I think it's in my basement. Let me go upstairs and check. -M.C. > Escher > > > > > > > > ___ > > 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] little app
i have a question, wtf is the path tool for? Ive tried using it and it doesnt seem to do much and there are no tutorials on how to use it... - Original Message - From: "Cortex" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 8:52 AM Subject: [hlcoders] little app This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I've downloaded the new Hammer 4.3 but there's 2 features I excepted I haven't seen :( The first is to be able to print the map draft... But I can do without it :) The second thing is a "Shut down after succesful compilation" checkbox... It'd be very useful. Now comes the real code question :D I found a way to get around this without a new version... The principle is to make a little Console Application which could be run after the compil tools (in the Run window) and which shuts down the PC. But I don't know how to shut down a PC in C++... Does anyone know a solution ? - Cortex : mapper & coder www.hlalbator.fr.st -- ___ 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] RGB to Half-Life Player Model Color
I _think_ there is a windows function to convert it, RGB(red,green,blue); - Original Message - From: "Ken Birdwell" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, April 12, 2002 11:56 PM Subject: RE: [hlcoders] RGB to Half-Life Player Model Color > topcolor and bottom color are a Hue, not an RGB or HSV. The color remapping > function maintains the existing Saturation and Value of the palette entries, > just replacing the hue with the specified value. > > -Original Message- > From: Nicemice [mailto:[EMAIL PROTECTED]] > Sent: Friday, April 12, 2002 7:54 AM > To: [EMAIL PROTECTED] > Subject: [hlcoders] RGB to Half-Life Player Model Color > > > Hi, > I want to set the player model colors from the mod code. It's a team based > based mod an the level designer can choose the color of the teams via an > entity. > > Now I need a function which give me the correct top/bottom color values from > my r,g,b value. I first thought Valve uses a HSV Color table, but when > finishing a UTIL_RGBtoHSV(...) I noticed that the H Value doesn't fit to the > player model color. > > Any ideas ? > > cu, > Nicemice > www.creativelevels.de/spy - Spy & Assassinate > > ___ > 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] QOOLE
The original, pre-Half-Life Worldcraft was a shareware Quake editor. I bought the registered version. - Original Message - From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 10:03 AM Subject: Re: [hlcoders] QOOLE > ?! worldcraft came free on the hl cd! > > - Original Message - > From: "Neale Roberts" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, April 13, 2002 8:02 AM > Subject: Re: [hlcoders] QOOLE > > > > I purchased Worldcraft! Then Valve went and gave it away for free. Can I > get > > my money back? :) > > > > - Original Message - > > From: "Tim Holt" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Saturday, April 13, 2002 7:09 AM > > Subject: Re: [hlcoders] QOOLE > > > > > > > I was an original Qoole purchaser back a few years - used it for Q1 & TF > > > mapping. I loved it EXCEPT for that exact error you mentioned. Drove > > > me so crazy having to "fix" maps all the time. I chucked it and went > > > "standard". > > > > > > Kuja wrote: > > > > > > >Even tho valve just released the new version of WC (valve hammer) I > still > > > >like to use a little program called QOOLE. Theres just one problem with > > it, > > > >and thats the fact that it rounds floats when it saves to .map so you > get > > > >leaks D:. Good news is, they released the source. I was looking for > > someone > > > >to help me update it to *workable* condition. Thanks. -- Kuja > > > > > > > >___ > > > >To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > -- > > > I think...I think it's in my basement. Let me go upstairs and > check. -M.C. > > Escher > > > > > > > > > > > > ___ > > > 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] little app
As far as I'm aware, it wasn't actually used for anything. - Original Message - From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 10:04 AM Subject: Re: [hlcoders] little app > i have a question, wtf is the path tool for? Ive tried using it and it > doesnt seem to do much and there are no tutorials on how to use > it... > > > - Original Message - > From: "Cortex" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, April 13, 2002 8:52 AM > Subject: [hlcoders] little app > > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hello, > > I've downloaded the new Hammer 4.3 but there's 2 features I excepted I > haven't seen :( > > The first is to be able to print the map draft... But I can do without it :) > > The second thing is a "Shut down after succesful compilation" checkbox... > It'd be very useful. > > Now comes the real code question :D I found a way to get around this without > a new version... The principle is to make a little Console Application which > could be run after the compil tools (in the Run window) and which shuts down > the PC. But I don't know how to shut down a PC in C++... Does anyone know a > solution ? > > - Cortex : mapper & coder www.hlalbator.fr.st > -- > > > ___ > 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] little app
why dont they remove the button then? - Original Message - From: "Neale Roberts" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 11:18 AM Subject: Re: [hlcoders] little app > As far as I'm aware, it wasn't actually used for anything. > > - Original Message - > From: "Tom" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, April 13, 2002 10:04 AM > Subject: Re: [hlcoders] little app > > > > i have a question, wtf is the path tool for? Ive tried using it and it > > doesnt seem to do much and there are no tutorials on how to use > > it... > > > > > > - Original Message - > > From: "Cortex" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Saturday, April 13, 2002 8:52 AM > > Subject: [hlcoders] little app > > > > > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > Hello, > > > > I've downloaded the new Hammer 4.3 but there's 2 features I excepted I > > haven't seen :( > > > > The first is to be able to print the map draft... But I can do without it > :) > > > > The second thing is a "Shut down after succesful compilation" checkbox... > > It'd be very useful. > > > > Now comes the real code question :D I found a way to get around this > without > > a new version... The principle is to make a little Console Application > which > > could be run after the compil tools (in the Run window) and which shuts > down > > the PC. But I don't know how to shut down a PC in C++... Does anyone know > a > > solution ? > > > > - Cortex : mapper & coder www.hlalbator.fr.st > > -- > > > > > > ___ > > 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] little app
> Now comes the real code question :D I found a way to get around this without a > new version... The principle is to make a little Console Application which could > be run after the compil tools (in the Run window) and which shuts down the PC. > But I don't know how to shut down a PC in C++... Does anyone know a solution ? Win2k and WinNT use InitiateSystemShutdown() Win95/Win98 can use ExitWindowsEx() to shutdown. See the MSDN documentation for details. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Modeling Rendering in the Customize Menu
-- [ Picked text/plain from multipart/alternative ] Hey guys, I was just wondering out of pure curiosity, is it possible to get Half-Life to render models in the menu system? Like in Quake 3 when you are customizing your player and controls each tweak plays the appropriate animation. I haven't tried doing this myself, but I figured it could be interesting nonetheless. Regards, Lakario ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] little app
This should work on all systems; // Get a token for this process. if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY, &hToken)) { TOKEN_PRIVILEGES tkp; // Get the LUID for the shutdown privilege. LookupPrivilegeValue(NULL, SE_SHUTDOWN_NAME, &tkp.Privileges[0].Luid); tkp.PrivilegeCount = 1; // one privilege to set tkp.Privileges[0].Attributes = SE_PRIVILEGE_ENABLED; // Get the shutdown privilege for this process. AdjustTokenPrivileges(hToken, FALSE, &tkp, 0, NULL, 0); CloseHandle(hToken); } // Shut down the system and force all applications to close. ExitWindowsEx(EWX_POWEROFF, 0); At 09:52 AM 13/04/2002 +0200, you wrote: >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >Hello, > >I've downloaded the new Hammer 4.3 but there's 2 features I excepted I >haven't seen :( > >The first is to be able to print the map draft... But I can do without it :) > >The second thing is a "Shut down after succesful compilation" checkbox... >It'd be very useful. > >Now comes the real code question :D I found a way to get around this >without a new version... The principle is to make a little Console >Application which could be run after the compil tools (in the Run window) >and which shuts down the PC. But I don't know how to shut down a PC in >C++... Does anyone know a solution ? > > - Cortex : mapper & coder www.hlalbator.fr.st >-- > > >___ >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] TGA Files in Menus
> since tgas are turned into a texture in memory (i am assuming) and *most* > video cards only accept square textures and *most* can only do up to 512x512 > *or less* it causes problems sometimes. Actually, even my TNT2 card accepts textures as large as 2048*2048. But I guess it's those damn voodoo cards who put a limit at 256. Anyway, splitting the images up is not a hard thing to do (even a coder knows how to do this =) ), I'll try it that way. Would be nice to have an official (ie. valve) statement, though. cya, TheTinySteini ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
yes and no, you cant directly (onto the hl shell or vgui menus) but you could do what dc did which was make a map which is a black box, then create a temp model using the efx api, set the view to directly infront of it and then draw the vgui menu onto the screen, if the view is real close then it looks like its drawn onto the screen. - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 1:26 PM Subject: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Hey guys, I was just wondering out of pure curiosity, is it possible to get Half-Life to render models in the menu system? Like in Quake 3 when you are customizing your player and controls each tweak plays the appropriate animation. I haven't tried doing this myself, but I figured it could be interesting nonetheless. Regards, Lakario ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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
[hlcoders] Screenshot format
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] im getting really confused about taking screenshots in halflife. Does it save them into the root halflife directory as bmp files or as tga files in the mods dir? Its just that i was taking some shots yesterday, and half of them ended up as .bmp files in the halflife directory and then the other half as tga files in the mods dir?! The only thing i can think of was that half way though i binded mouse3 to "screenshot" and used that instead of f5. Now when i take screenshots they are back to the bmp files in the hl root?! --tom -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Screenshot format
-- [ Picked text/plain from multipart/alternative ] All my screenshots go to the root HL directory has bmps. ~Ghoul Lets leave it at that... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
> you cant directly (onto the hl shell or vgui menus) but you could do what dc > did which was make a map which is a black box, then create a temp model > using the efx api, set the view to directly infront of it and then draw the > vgui menu onto the screen, if the view is real close then it looks like its > drawn onto the screen. Actually, instead of using a black box, you could turn of rendering of the world using pparms->onlyClientDraw. Have a look at view.cpp. Sorry for hijacking this question, but is there a good way for drawing triapi triangles directly on the screen? I.e. without z buffer checking so you don't run in a wall and that hides your triangle? cya Sebastian Steinlechner ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Screenshot format
> Its just that i was taking some shots yesterday, and half of them ended up as .bmp files in the halflife directory and then the other half as tga files in the mods dir?! > > The only thing i can think of was that half way though i binded mouse3 to "screenshot" and used that instead of f5. There are two commands. "screenshot" saves as .tga in your mod directory, I guess. And there's another one which I can't remember now. That one saves a .bmp, directly into your hl root. cya, TheTinySteini ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Screenshot format
-- [ Picked text/plain from multipart/alternative ] The other one is "snapshot" - Original Message - From: Sebastian Steinlechner Sent: Saturday, April 13, 2002 11:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Screenshot format > Its just that i was taking some shots yesterday, and half of them ended up as .bmp files in the halflife directory and then the other half as tga files in the mods dir?! > > The only thing i can think of was that half way though i binded mouse3 to "screenshot" and used that instead of f5. There are two commands. "screenshot" saves as .tga in your mod directory, I guess. And there's another one which I can't remember now. That one saves a .bmp, directly into your hl root. cya, TheTinySteini ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
-- [ Picked text/plain from multipart/alternative ] Set me straight if I'm wrong but doesn't such a thing require a BSP being loaded? I'm talking about renderign it before the game is actually loaded. Like when you go to customize to set your player model, that customize is where I want to render the model (instead of the flat bmp). - Original Message - From: Tom Sent: Saturday, April 13, 2002 10:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu yes and no, you cant directly (onto the hl shell or vgui menus) but you could do what dc did which was make a map which is a black box, then create a temp model using the efx api, set the view to directly infront of it and then draw the vgui menu onto the screen, if the view is real close then it looks like its drawn onto the screen. - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 1:26 PM Subject: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Hey guys, I was just wondering out of pure curiosity, is it possible to get Half-Life to render models in the menu system? Like in Quake 3 when you are customizing your player and controls each tweak plays the appropriate animation. I haven't tried doing this myself, but I figured it could be interesting nonetheless. Regards, Lakario ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
a map must be loaded to get into the world - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 4:09 PM Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Set me straight if I'm wrong but doesn't such a thing require a BSP being loaded? I'm talking about renderign it before the game is actually loaded. Like when you go to customize to set your player model, that customize is where I want to render the model (instead of the flat bmp). - Original Message - From: Tom Sent: Saturday, April 13, 2002 10:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu yes and no, you cant directly (onto the hl shell or vgui menus) but you could do what dc did which was make a map which is a black box, then create a temp model using the efx api, set the view to directly infront of it and then draw the vgui menu onto the screen, if the view is real close then it looks like its drawn onto the screen. - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 1:26 PM Subject: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Hey guys, I was just wondering out of pure curiosity, is it possible to get Half-Life to render models in the menu system? Like in Quake 3 when you are customizing your player and controls each tweak plays the appropriate animation. I haven't tried doing this myself, but I figured it could be interesting nonetheless. Regards, Lakario ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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] Modeling Rendering in the Customize Menu
-- [ Picked text/plain from multipart/alternative ] Fudge. That leads me to wonder how quake 3 handles it then. - Original Message - From: Tom Sent: Saturday, April 13, 2002 11:17 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu a map must be loaded to get into the world - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 4:09 PM Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Set me straight if I'm wrong but doesn't such a thing require a BSP being loaded? I'm talking about renderign it before the game is actually loaded. Like when you go to customize to set your player model, that customize is where I want to render the model (instead of the flat bmp). - Original Message - From: Tom Sent: Saturday, April 13, 2002 10:52 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu yes and no, you cant directly (onto the hl shell or vgui menus) but you could do what dc did which was make a map which is a black box, then create a temp model using the efx api, set the view to directly infront of it and then draw the vgui menu onto the screen, if the view is real close then it looks like its drawn onto the screen. - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 1:26 PM Subject: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Hey guys, I was just wondering out of pure curiosity, is it possible to get Half-Life to render models in the menu system? Like in Quake 3 when you are customizing your player and controls each tweak plays the appropriate animation. I haven't tried doing this myself, but I figured it could be interesting nonetheless. Regards, Lakario ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
> Fudge. That leads me to wonder how quake 3 handles it then. The Quake 3 game menu allows models to be rendered as a feature of the menu application. The Half-Life game menu does not. If you wanted a static 3D image, you could render the model in an OpenGL application, save a .bmp of the model and display that (of course it won't be animated). The other alternative is to create your own game menu application that displays things however you want. Start Half-Life by execing the hl.exe with "-game MOD +maxplayers N +map mapname" from within your game menu. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] little app
-- [ Picked text/plain from multipart/alternative ] Actually, the path tool does work but it's an ass pain to use. It's used for laying out path_corner for trains and such, but it only works if the file is in .map format. It corrrupts itself when stored in .rmf. Very curious indeed... -Lakario - Original Message - From: Neale Roberts Sent: Saturday, April 13, 2002 6:22 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little app As far as I'm aware, it wasn't actually used for anything. - Original Message - From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 10:04 AM Subject: Re: [hlcoders] little app > i have a question, wtf is the path tool for? Ive tried using it and it > doesnt seem to do much and there are no tutorials on how to use > it... > > > - Original Message - > From: "Cortex" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, April 13, 2002 8:52 AM > Subject: [hlcoders] little app > > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hello, > > I've downloaded the new Hammer 4.3 but there's 2 features I excepted I > haven't seen :( > > The first is to be able to print the map draft... But I can do without it :) > > The second thing is a "Shut down after succesful compilation" checkbox... > It'd be very useful. > > Now comes the real code question :D I found a way to get around this without > a new version... The principle is to make a little Console Application which > could be run after the compil tools (in the Run window) and which shuts down > the PC. But I don't know how to shut down a PC in C++... Does anyone know a > solution ? > > - Cortex : mapper & coder www.hlalbator.fr.st > -- > > > ___ > 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/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
-- [ Picked text/plain from multipart/alternative ] Spiffy, thanks for the tip. Maybe if I find the time I'll tool with my own menu. - Original Message - From: botman Sent: Saturday, April 13, 2002 12:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu > Fudge. That leads me to wonder how quake 3 handles it then. The Quake 3 game menu allows models to be rendered as a feature of the menu application. The Half-Life game menu does not. If you wanted a static 3D image, you could render the model in an OpenGL application, save a .bmp of the model and display that (of course it won't be animated). The other alternative is to create your own game menu application that displays things however you want. Start Half-Life by execing the hl.exe with "-game MOD +maxplayers N +map mapname" from within your game menu. Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
technically you could get all of the features of the hl menu into vgui - you already have half of the server browser, all of the other options except res and graphic settings are in the config.cfg and im sure the res and graphic settings must be stored in a file somewhere which is easy to find - Original Message - From: "Nathan Taylor" <[EMAIL PROTECTED]> To: "HLCoders" <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 6:27 PM Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu > -- > [ Picked text/plain from multipart/alternative ] > Spiffy, thanks for the tip. Maybe if I find the time I'll tool with my own menu. > > - Original Message - > From: botman > Sent: Saturday, April 13, 2002 12:28 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu > > > Fudge. That leads me to wonder how quake 3 handles it then. > > The Quake 3 game menu allows models to be rendered as a feature of the menu > application. The Half-Life game menu does not. > > If you wanted a static 3D image, you could render the model in an OpenGL > application, save a .bmp of the model and display that (of course it won't > be animated). > > The other alternative is to create your own game menu application that > displays things however you want. Start Half-Life by execing the hl.exe > with "-game MOD +maxplayers N +map mapname" from within your game menu. > > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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] Modeling Rendering in the Customize Menu
ive got a feeling the res and graphic settings are stored in HKEY_Current_User/Software/Valve/Half-Life/Settings (from memory cuz hl isnt installed) that would be in the system registry i could be wrong dpac. - Original Message - From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 6:56 PM Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu > technically you could get all of the features of the hl menu into vgui - you > already have half of the server browser, all of the other options except res > and graphic settings are in the config.cfg and im sure the res and graphic > settings must be stored in a file somewhere which is easy to find > > > - Original Message - > From: "Nathan Taylor" <[EMAIL PROTECTED]> > To: "HLCoders" <[EMAIL PROTECTED]> > Sent: Saturday, April 13, 2002 6:27 PM > Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Spiffy, thanks for the tip. Maybe if I find the time I'll tool with my > own menu. > > > > - Original Message - > > From: botman > > Sent: Saturday, April 13, 2002 12:28 PM > > To: [EMAIL PROTECTED] > > Subject: Re: [hlcoders] Modeling Rendering in the Customize Menu > > > > > Fudge. That leads me to wonder how quake 3 handles it then. > > > > The Quake 3 game menu allows models to be rendered as a feature of the > menu > > application. The Half-Life game menu does not. > > > > If you wanted a static 3D image, you could render the model in an OpenGL > > application, save a .bmp of the model and display that (of course it won't > > be animated). > > > > The other alternative is to create your own game menu application that > > displays things however you want. Start Half-Life by execing the hl.exe > > with "-game MOD +maxplayers N +map mapname" from within your game menu. > > > > Jeffrey "botman" Broome > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the > Web. FREE MSN Explorer download : http://explorer.msn.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] Modeling Rendering in the Customize Menu
Well, it is possible to have done. But not really for a mode team. That option would have to be done by the valve team. Because it would have to be edited in the Half-Life launcher. Just a few weeks ago I e-mailed VAVLe about stuff like that. I was hoping that there would be a way to have music playing in the background of the launcher like in Q3. I got a reply telling me that its not possible because they can't release the launcher source. But they were working on a way for mod teams to be able to have stuff like that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Nathan Taylor Sent: April 13, 2002 7:27 AM To: HLCoders Subject: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Hey guys, I was just wondering out of pure curiosity, is it possible to get Half-Life to render models in the menu system? Like in Quake 3 when you are customizing your player and controls each tweak plays the appropriate animation. I haven't tried doing this myself, but I figured it could be interesting nonetheless. Regards, Lakario ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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] TGA Files in Menus
Hi, Getting back to the original question (TGAs showing up with only 256 colors). I tried it myself and I got only 256 colors, too. It looked ok, but having at least 16bit would be muuuch better. So, why does HL reduce the color depth? To me that does not make any sense, does it? cya, TheTinySteini ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modeling Rendering in the Customize Menu
-- [ Picked text/plain from multipart/alternative ] O fun. /me waits patiently and goes back to coding his PHP. - Original Message - From: MaJ-ReD Sent: Saturday, April 13, 2002 5:01 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Modeling Rendering in the Customize Menu Well, it is possible to have done. But not really for a mode team. That option would have to be done by the valve team. Because it would have to be edited in the Half-Life launcher. Just a few weeks ago I e-mailed VAVLe about stuff like that. I was hoping that there would be a way to have music playing in the background of the launcher like in Q3. I got a reply telling me that its not possible because they can't release the launcher source. But they were working on a way for mod teams to be able to have stuff like that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Nathan Taylor Sent: April 13, 2002 7:27 AM To: HLCoders Subject: [hlcoders] Modeling Rendering in the Customize Menu -- [ Picked text/plain from multipart/alternative ] Hey guys, I was just wondering out of pure curiosity, is it possible to get Half-Life to render models in the menu system? Like in Quake 3 when you are customizing your player and controls each tweak plays the appropriate animation. I haven't tried doing this myself, but I figured it could be interesting nonetheless. Regards, Lakario ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.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/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] v_weaponmodels skin changing
bump does anyone know the answer to this i'd like to clear it up for myself. - Original Message - From: Christopher Long <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 5:59 PM Subject: [hlcoders] v_weaponmodels skin changing This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that the python weapon model has submodel groups in it but what i really want to do is change the v_models skins on demand. you can set a players skin by playerPointer->pev->skin but it doesn't seem to work on v_weaponmodels... i tried adding it to the deploy function (pev->skin = 2) but it doesn't do anything the model stays its first skin. I have a compiled model with multiple skins already set up and i have done skin changes with player models before but it doesn't seem to work with the weapons for me. desert crisis did multiple submodels for each skin change. Am i not able to change the skin colour of a v_weaponmodel without making each skin colour change a submodel of the v_weaponmodel? Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon itself stays untouched but since the hands are compiled into the weapons its really part of the weapon so it should change :/ i dunno.. help anyone??? it'd be appreciated. thanks in advance Christopher Long. -- ___ 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] v_weaponmodels skin changing
The viewmodel inherits the skin setting (and everything else except model, frame, and sequence) of the client's viewent, which is typically the player. If you can locally - on the client - change the players skin (and body, etc.) then the weapon should work how you want. -Original Message- From: Christopher Long [mailto:[EMAIL PROTECTED]] Sent: Saturday, April 13, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] v_weaponmodels skin changing bump does anyone know the answer to this i'd like to clear it up for myself. - Original Message - From: Christopher Long <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 5:59 PM Subject: [hlcoders] v_weaponmodels skin changing I've noticed that the python weapon model has submodel groups in it but what i really want to do is change the v_models skins on demand. you can set a players skin by playerPointer->pev->skin but it doesn't seem to work on v_weaponmodels... i tried adding it to the deploy function (pev->skin = 2) but it doesn't do anything the model stays its first skin. I have a compiled model with multiple skins already set up and i have done skin changes with player models before but it doesn't seem to work with the weapons for me. desert crisis did multiple submodels for each skin change. Am i not able to change the skin colour of a v_weaponmodel without making each skin colour change a submodel of the v_weaponmodel? Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon itself stays untouched but since the hands are compiled into the weapons its really part of the weapon so it should change :/ i dunno.. help anyone??? it'd be appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders