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
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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
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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
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]
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!
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
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 -
This should work on all systems;
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if (OpenProcessToken(GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES |
TOKEN_QUERY, hToken))
{
TOKEN_PRIVILEGES tkp;
// Get the LUID for the shutdown privilege.
LookupPrivilegeValue(NULL, SE_SHUTDOWN_NAME,
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
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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
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All my screenshots go to the root HL directory has bmps.
~Ghoul
Lets leave it at that...
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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
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
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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
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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
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
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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
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
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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...
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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
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
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:
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,
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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
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
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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
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