There is also GCFScape.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern
Mckern
Sent: Sunday, July 30, 2006 1:21 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] GCF .Cache Extraction
I knew i had seen the tool around some where,
Hello Ben,
Sunday, July 30, 2006, 9:34:41 AM, you wrote:
BE There is also GCFScape.
and VTF Explorer :)
http://www.hl2source.com/?content=projectsid=vtftool
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Best regards,
Vyacheslavmailto:[EMAIL PROTECTED]
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That yeah, those I guess it's also defined in hl2mp_gamerules.
I'm too lazy today
Ah thanks Robbie, thats what I was missing. I was looking at gamerules
and wondering why my edits weren't having any effect.
- Jed
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What This Release Has
*
Lots of source code updates from the Episode 1 production code
Hammer, Faceposer, Model Viewer updates
Access to the Ep1 version of the Source Engine binaries
I hope this means the source code to HLMV is updated this time around.
I made some updates
Continuing on from my earlier question about adjusting hull sizes, one
thing I wasn't aware of was that the hulls don't change their
orientation with the player which is a little annoying.
I'd adjusted my eye positions and hull sizes to match the head
position and outline of the player models
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That was me.
This is ideal, I now can extract the soundcaches from HL2's GCF with the
installer.
On 7/30/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
Yeah, this was more or less as a second option to the
person asking about the abilty to
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Are you using HL2DM models? In that case, everyone else with the models has
the same problem
On 7/30/06, Jed [EMAIL PROTECTED] wrote:
That yeah, those I guess it's also defined in hl2mp_gamerules.
I'm too lazy today
Ah thanks Robbie,
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It seems to also plague CSS.
On 7/30/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Are you using HL2DM models? In that case, everyone else with the models
has
the same problem
On
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I don't think so.
http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM
*Notice that his bounding box did not rotate with him.* That's not a bug in
the *cg_drawBBox* code – that's actually the way Quake 3 does bounding
boxes. It's the axial part:
Hi all,
I'm wondering how I can store/manipulate my global game state. I basically want
to model a state machine with events from the game triggering state transitions
and entities reacting to the state transitions/new states.
I'm thinking of using a logical entity. Is this the right approach?
Got it.
- Original Message
From: Aaron Schiff [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 29, 2006 8:46:09 PM
Subject: Re: [hlcoders] Difference between Hammer-created and Code-created VGUIs
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The LCD
Hello,
I'm new to this, so please bare with my newbiness.
I'm trying to create a static third person view for my mod. There is an
article
on the wiki and I think I can edit that enough to get the result I
want. I have
already changed hl2_player.cpp and hl2_player.h to add the SetAnimation
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I changed our mods appid to 215, but when I went to load a player model in
HLMV, it would crash.
On 7/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
Good guess, mods currently using 220 should switch to 215 if they wish
to use the new engine
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Engine Error!!! That would never happen! Source is perfect in all ways.
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ts2do
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This is a bit of a copout. Yes the Valve APIs don't natively support weapon
introspection, but the Valve APIs don't natively support map waypoint querying
either, (nor has any FPS API that I'm aware of) and programmers have had no
problems there. They simply stored the extra info they needed
It doesn't seem to have made the problem worse, but it hasn't fixed it either.
In large games the error messages still appear occasionally.
At 2006/07/16 06:18 PM, [EMAIL PROTECTED] wrote:
Well your change doesn't seem to have any negative side effect. Whether it
fixes the error logs or not
This is almost certainly just a case of targeted optimization. The linux
server uses so little cpu, there's no need increase risk and decrease
portability by ASM-ing everything.
At 2006/07/27 03:57 PM, David Anderson wrote:
ahh my mistake, I see now there are functions simply not implemented
Is it possible to create portals like those seen in the Portal video or
is the Episode 2 engine required? Are they essentially func_areaportals
with the two sides dynamically defined during run time?
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I want to add a second weapon model to the player model so he wields two
weapons, in this case knifes.
How do I make the player model to have a weapon in each hand, two different
weapons?
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I want to attach the second model to another attachment on the player model
so it follows the player animations just like the first model.
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Like code whys? So that this button fires the left
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you can have more than one viewmodel on the screen, the animations after
might be a little tricky(IIRC Player::GetViewModel(int))... Maybe valve
could share an example of how to set this up properly?
On 7/30/06, Niclas Nordin [EMAIL PROTECTED]
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Its not viewmodels im talking about, I already got a dual wield viewmodel,
(one modelfile) its the player model.
you can have more than one viewmodel on the screen, the animations
aftermight be a little tricky(IIRC Player::GetViewModel(int))...
This is a cryptographically signed message in MIME format.
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I am planning to also have dual weapons for our mod Wanted: Outlaws
Lawmen .the art side is
covered but I need explanation, code, QC preparation to get this
working...for example, player drops
gun and other player picks up and
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Assuming you are talking about hl2mp, you need to modify the files located
under sourcesdk_content\hl2mp\modelsrc
Look at the male and femle animations as well as the combine sdk
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Hey,
I've been working on a mod with NPCs now and I noticed I'm getting an assert
when spawning a NPC. It seems that the assert was coming from usercmd.h:
entitygroundcontact= src.entitygroundcontact;
After this, I've been looking
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Not at all...they're simply 2 materials with rendertargets on the other
side...
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ts2do
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Charles Solar:
Read the discussion, you can setup your gameinfo file to get vac working
I had previously read through the discussion and followed the links you
provided which lead to
(http://developer.valvesoftware.com/wiki/VAC_for_Mods) which ultimately led
me to, spelled out, replacing
And how do you know this?
--- Aaron Schiff [EMAIL PROTECTED] wrote:
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Not at all...they're simply 2 materials with
rendertargets on the other
side...
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ts2do
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On Sunday 30 July 2006 6:03 pm, Adam amckern Mckern wrote:
And how do you know this?
Because it makes a lot of sense, given what we see in the video.
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Im pretty sure there is a lot of extremely complex technology at hand here.
Its not just rendertargets, they are seamlessly bending pixels to their
will. And Im pretty sure they arnt using much shader technology either.
I really wish I knew how
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Yeah, it seems very unlikely that they're just textures, seeing as things
move through them smoothly and can be half way between two portals (not just
teleported point to point, as in the GMod minimod).
On 7/30/06, Ryan Sheffer [EMAIL PROTECTED]
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If it were a rendertarget the movement through a poral would not be
seamless. It seems more complex in my opinion.
On 7/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Im pretty sure there is
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Rather than just rendering the target view to a texture, it looks as tho
they also modify the z component...which would make sense for waht is seen
ingame...with the z buffer modified, rendering a model would make it show on
both sides
Then all
As far as I can tell:
The rendering itself is a rendertarget (hence the flames along the edges and
the irregular boundary). As for object teleportation, all that's necessary
is to make the portal a trigger that modifies the physics rules of objects
that touch it to let them pass through walls
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I'm not sure on the idea of having mirror copies...having a dynamic z buffer
sounds like an ideal solution
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ts2do
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On Sunday 30 July 2006 10:17 pm, Aaron Schiff wrote:
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I'm not sure on the idea of having mirror copies...having a dynamic z
buffer sounds like an ideal solution
Academic debate time... :-)
I'm not sure what you mean by a dynamic z buffer.
Another approach would be to render the portal view first, then use the
stencil buffer to limit the overdraw when you draw the local world. Not
really Z-buffer magic, but something analogous.
-John Sheu
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John Sheu I had the exact idea as you, but the only downside to this is you
would not be able to have thin ledges otherwise the model is going to pop
out the otherside.
On 7/31/06, John Sheu [EMAIL PROTECTED] wrote:
On Sunday 30 July 2006
On Sunday 30 July 2006 10:57 pm, Benjamin Davison wrote:
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John Sheu I had the exact idea as you, but the only downside to this is you
would not be able to have thin ledges otherwise the model is going to pop
out the otherside.
How so?
I don't consider the problem (as far as rendering is concerned) that complex
of a problem.
Consider the most-likely complex case (rendering wise) of an entrance portal
in front of the player, and the exit portal behind the player. First, this
would seem like an infinite loop problem, while I beg
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