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]
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
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]
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
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:
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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
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
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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
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
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
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
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
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
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.
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
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
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);
}
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
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