[hlcoders] Maya SMD exporter

2002-04-30 Thread Charlie Cleveland
Hey everyone, I just ran across this, and thought it might be of interest to others on the list. http://www.escapefactory.com/tools/maya-to-halflife.htm Cheers, -Charlie Charlie Cleveland Game programmer and designer http://www.natural-selection.org [EMAIL PROTECTED]

Re: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Mike Blowers
I've previously done a similar thing... Here's the 2 lines of code I used: //Turn on UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 5, 200, FFADE_STAYOUT); //Turn off UTIL_ScreenFade( m_pPlayer, Vector(50,50,50), 0, 1, 200, FFADE_OUT); I think you'll find the problem is you are using

Re: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Lord Booga
So what in the living heck is FFADE_IN for then!?!?! Lord Booga Coder/Modeller/Semi-Mapper for the Neo Pokémod http://pokemod.fragoff.net - Original Message - From: Mike Blowers [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, April 30, 2002 8:55 PM Subject: Re: [hlcoders]

Re: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Mike Blowers
You are using FFADE_STAYOUT to fade the screen out to whatever colour you specify (r,g,b)... by using The STAYOUT parameter, any duration specified is ignored by that function. You can only fade it back to normal again by using FFADE_OUT... Be sure that your'e not telling it to FFADE_OUT to

Re: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Da:Sourcerer
Hm, I needed just one line for that effect: UTIL_ScreenFadeAll(Vector(255, 255, 255), 0.8, 1.0, 255, 0); This will fade the screen to white and back. - Original Message - From: Cortex [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, April 30, 2002 11:43 AM Subject: Re:

Re[2]: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Cruise
-BEGIN PGP SIGNED MESSAGE- Hash: MD5 I used the VGUI :P Just a Class that literally draws a VGUI Panel across the full screen and then you can play with the opacity and colour and speed of effects to your hearts content... Just a thought... Hm, I needed just one line for that

Re: [hlcoders] Scope Sprites

2002-04-30 Thread Sebastian Steinlechner
Actually, there IS a drawback in my code. As the weapon model is rendered AFTER triapi (or with depthfunc disabled), it shows in front of the polygons. I tried to get a viewmodel pointer clientside and set its renderamount to 0, but that did not work. I got it to be halfway transparent, but it

Re: Re[2]: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Miguel Aleman
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Don't bother. Here are some examples of fades from the server-side. UTIL_ScreenFade( this, Vector(170,0,0), 1.5, 0, 100, FFADE_IN); Makes the screen a dark red for the 'this' player. Lasts only 1.5

Re: Re[2]: [hlcoders] UTIL_ScreenFadeAll

2002-04-30 Thread Cortex
ALL RIGHT !!! I got it to work fine :) Thx to all who helped me :) - Cortex : mapper coder www.hlalbator.fr.st - Original Message - From: Cruise [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, April 30, 2002 12:21 PM Subject: Re[2]: [hlcoders] UTIL_ScreenFadeAll

RE: [hlcoders] Scope Sprites

2002-04-30 Thread Adrian Finol
You can also check if the currententity is the viewmodel on the model rendering code and just return when it goes to draw it. -Original Message- From: Sebastian Steinlechner To: [EMAIL PROTECTED] Sent: 4/30/2002 4:03 AM Subject: Re: [hlcoders] Scope Sprites Actually, there IS a

[hlcoders] Maximum bone controllers? Anyone or Valve know?

2002-04-30 Thread Chris Blane
Ok, I recently decided to expand the Emotion System for DarkTruths, which uses bone controllers to dynamically alter the face of the models in realtion to certain Ai sceduals and such, and added 2 extra controllers for the mouths to allow for smiling and such. However, the HLmodel viewer will

Re: [hlcoders] Maximum bone controllers? Anyone or Valve know?

2002-04-30 Thread botman
Ok, I recently decided to expand the Emotion System for DarkTruths, which uses bone controllers to dynamically alter the face of the models in realtion to certain Ai sceduals and such, and added 2 extra controllers for the mouths to allow for smiling and such. However, the HLmodel viewer will

RE: [hlcoders] Maximum bone controllers? Anyone or Valve know?

2002-04-30 Thread Ken Birdwell
The model format can handle any number of them, but studiomdl is limited to 128, the engine limited to 8, and the networking (and probably the modelviewer) is limited to 4 inputs. In the clientdll, look at CStudioModelRenderer::StudioCalcBoneAdj() to see how they're implemented. At minimun you

Re: [hlcoders] Maximum bone controllers? Anyone or Valve know?

2002-04-30 Thread Chris Blane
Ok thnx guys I'll get our coder working on that, we'll need new bone controllers set up anyway. I found out part of the the problem is that the controllers after Controller 4 (mouth) will be controlled by the mouth controlelr, it create very realistic mouth movement instead of that hinged effect.

[hlcoders] HLTV 1109 quick fix

2002-04-30 Thread Mugsy _
Hey all, Had a chat with Martin Otten, and he sent me some info to get HLTV working again in 1109, until they can release another SDK. Check it out at http://www.captured.com/savage/hltv_1109_fix.html I make all the usual disclaimers associated with tutorials. Let me know if there are any big

[hlcoders] HLDS

2002-04-30 Thread David Flor
Question out of curiosity... With 1.1.0.9, it seems that some of the DLLs have changed slightly. Because of that, it seems that the source to the Half-Life Dedicated Server is now somewhat dated and doesn't work. For The Opera, of which we planned to release a patch in the coming days, the

RE: [hlcoders] HLDS

2002-04-30 Thread Leon Hartwig
Try editing common/exefuncs.h and add two more dummy funcs to the end of the struct, so it looks like this at the end: ... void(*unused24)(void); void(*unused25)(void); void(*unused26)(void); void(*unused27)(void); }

RE: [hlcoders] HLDS

2002-04-30 Thread David Flor
That's not the issue. The error I'm getting: The application or DLL D:\Games\HalfLife\sw.dll is not a valid Windows image. Please check this against your installation diskette. In looking at the DS, within the Eng_Load function it does a call to Sys_LoadLibrary to open that DLL. I'm guessing