[hlcoders] little app

2002-04-13 Thread Cortex

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--
[ 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
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[hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Christopher Long

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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.
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Re: [hlcoders] QOOLE

2002-04-13 Thread Tom

?! 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
> >
> >
>
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Re: [hlcoders] little app

2002-04-13 Thread Tom

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
--


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Re: [hlcoders] RGB to Half-Life Player Model Color

2002-04-13 Thread Tom

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
>
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Re: [hlcoders] QOOLE

2002-04-13 Thread Neale Roberts

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
> >
>
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Re: [hlcoders] little app

2002-04-13 Thread Neale Roberts

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,
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Re: [hlcoders] little app

2002-04-13 Thread Tom

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
> >
> >
>
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Re: [hlcoders] little app

2002-04-13 Thread botman

> 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

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[hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ 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
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Re: [hlcoders] little app

2002-04-13 Thread Commando

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:
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Re: [hlcoders] TGA Files in Menus

2002-04-13 Thread Sebastian Steinlechner

> 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

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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Tom

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
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[hlcoders] Screenshot format

2002-04-13 Thread Tom

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
--

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Re: [hlcoders] Screenshot format

2002-04-13 Thread OneEyedGhoul

--
[ Picked text/plain from multipart/alternative ]
All my screenshots go to the root HL directory has bmps.

~Ghoul

Lets leave it at that...
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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Sebastian Steinlechner

> 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

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Re: [hlcoders] Screenshot format

2002-04-13 Thread Sebastian Steinlechner


> 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

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Re: [hlcoders] Screenshot format

2002-04-13 Thread Nathan Taylor

--
[ 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

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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ 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
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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Tom

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
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http://explorer.msn.com
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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ 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
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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread botman

> 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

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Re: [hlcoders] little app

2002-04-13 Thread Nathan Taylor

--
[ 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
> --
>
>
> ___
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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ 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

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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Tom

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
>
> ___
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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Deepak Manglani

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:
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> Web.  FREE MSN Explorer download : http://explorer.msn.com
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RE: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread MaJ-ReD

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
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Re: [hlcoders] TGA Files in Menus

2002-04-13 Thread Sebastian Steinlechner

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

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Re: [hlcoders] Modeling Rendering in the Customize Menu

2002-04-13 Thread Nathan Taylor

--
[ 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
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Re: [hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Christopher Long

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.
--

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RE: [hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Ken Birdwell

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.
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