[hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
For some reason when I call UTIL_BloodStream; everything works fine but the blood shows up as blocks of unidentified texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with

[hlcoders] UTIL_BloodSpray (No Texture)

2007-01-17 Thread Mukkan Yhti
For some reason when I call UTIL_BloodSpray; everything works fine but the blood shows up as blocks of unidentified texture. Any one know why this might be happening or how I can fix it? Thanks _ Express yourself instantly with

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan
This has been brought up before and no explanation has even been offered. - Jay Quoting Mukkan Yhtiö [EMAIL PROTECTED]: For some reason when I call UTIL_BloodStream; everything works fine but the blood shows up as blocks of unidentified texture. Any one know why this might be happening or

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] it's called materials missing that you need to extract from one of the gcf's.. On 1/17/07, Jay Croghan [EMAIL PROTECTED] wrote: This has been brought up before and no explanation has even been offered. - Jay Quoting Mukkan Yhtiö [EMAIL

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Which material might that be? Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm pretty sure there is no material that you're going to find in the gcf files. On 1/17/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Jay Croghan
Thanks LDuke, First off Tony omega Sergi; it's called not having a god damn clue before answering. Secondly, if you had bothered your tiny mind to peek at the function you would notice it doesn't reference anything to do with any materials. Try again. - Jay Quoting LDuke [EMAIL PROTECTED]:

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] g_sModelIndexBloodSpray = modelinfo-GetModelIndex (sprites/bloodspray.vmt); // initial blood uhh yeah it does. On 1/17/07, Jay Croghan [EMAIL PROTECTED] wrote: Thanks LDuke, First off Tony omega Sergi; it's called not having a god damn

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] Also, if you look at FX_BloodSpray.. here's a material! PMaterialHandlehMaterial = ParticleMgr()-GetPMaterial( effects/blood_drop ); and even further.. for FX_BLOODSPRAY_GORE hMaterial = ParticleMgr()-GetPMaterial(

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] oops, my bad. i read spray every single time ;x and stop being so rude. On 1/17/07, Jay Croghan [EMAIL PROTECTED] wrote: How about looking at the correct function; namely UTIL_BloodStream; and forget about the materials and functions

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] ANYWAY. It's still most definitely a material issue. I was looking at the wrong one, but if you look at c_te_particlesystem.cpp you can see it still needs one. so if you're getting the no-texture texture, then look at this:

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
Okay I copied particle_sphere can called it particledefault and the blood now shows up in game as white/light-aqua spheres. If anyone has the original particledefault file or has anyidea what it is meant to look like can they upload/tell me? Thanks! From: Tony \omega\ Sergi [EMAIL PROTECTED]

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] it appears as though it's only inside half-life source.gcf. i guess because nothing besides hl1source uses it ;) hrm, if it's okay to upload it, i can extract it. i dunno how the licensing works for hl2 now. On 1/17/07, Mukkan Yhtiö [EMAIL

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
That would be really helpfull Omega; I don't think Valve would care about licencing when it comes to a file of a few bytes like this one. Send it as an attatchment diectly to my email or something? Thanks! :D From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To:

RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mike Durand
E-mail it to me as well. I'll add it to Source SDK base so that distribution of this won't be a problem for you going forward. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtiö Sent: Wednesday, January 17, 2007 9:55 AM To:

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] You don't have access to that stuff at Valve :o? /ProZak On 17/01/07, Mike Durand [EMAIL PROTECTED] wrote: E-mail it to me as well. I'll add it to Source SDK base so that distribution of this won't be a problem for you going forward. -Mike

RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Ben Everett
Of course not, they are locked in glass boxes (with breathing holes) w/ a OC-3 piped directly into their brain. They are in glass boxes so the management and artists can poke 'em w/ sticks :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Minh
You know for a second here, I thought I was in the hl2world.com forums.. :) - Original Message - From: Nate Nichols [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 17, 2007 9:53 AM Subject: Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture) Jay,

RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
Strange; everytime I compile a new Particle using VTFEdit the black around the Particle is visible in game. Even if I rename a blood VTF from Effects/. Any ideas? From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE:

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] check the vmt for $translucent, and make sure teh image has an alpha channel On 1/17/07, Mukkan Yhtiö [EMAIL PROTECTED] wrote: Strange; everytime I compile a new Particle using VTFEdit the black around the Particle is visible in game. Even if

RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mike Durand
It was faster for me to have you guys e-mail it to me than it would be for me to look for it in the HL1 Source part of our tree. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Wednesday, January 17, 2007 11:11 AM To:

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] did you get it okay? :) On 1/17/07, Mike Durand [EMAIL PROTECTED] wrote: It was faster for me to have you guys e-mail it to me than it would be for me to look for it in the HL1 Source part of our tree. :) -Mike -Original Message-

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Mukkan Yhti
Thank you all so much for your help; I managed to fix that Alpha Transparency Problem - it kept getting lost in file conversion. But again; thanks so much! :D From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re:

[hlcoders] cubemaps and entities

2007-01-17 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] Has anyone tried, or does anybody know if there is a way to make certain entities render while cubemaps are being created? i have some dynamic props that i want to render; but no matter what i try, doesn't seem to work. i put in some code to

[hlcoders] How do I get a QAngle from a Vector?

2007-01-17 Thread Minh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there a function that will take in a normalized vector and return a QAngle? I guess what I'm looking for is the opposite of the ever-popular AngleVectors function. I seem to recall in the old

Re: [hlcoders] How do I get a QAngle from a Vector?

2007-01-17 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] VectorAngles does what you want. VectorAngles( vector, angle ); angle will be whats byref'd On 1/17/07, Minh [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is

RE: [hlcoders] How do I get a QAngle from a Vector?

2007-01-17 Thread Jay Stelly
It's called VectorAngles() Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 17, 2007 2:08 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] How do I get a QAngle from a Vector? This is a multi-part

Re: [hlcoders] How do I get a QAngle from a Vector?

2007-01-17 Thread Minh
ah thanks, geez.. how'd i miss that :( - Original Message - From: Jay Stelly [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 17, 2007 2:16 PM Subject: RE: [hlcoders] How do I get a QAngle from a Vector? It's called VectorAngles() Jay -Original

[hlcoders] Re: Player HULL vs HIT BOXES

2007-01-17 Thread Niclas
-- [ Picked text/plain from multipart/alternative ] Jay: Is the absbox correctly surrounding the hitboxes? http://img.photobucket.com/albums/v485/Nic2/gr_hightown0004.jpg this is what the Ent_absbox and Sv_showhitboxes is showing me. To answer Jay's question I would say yes. :P

Re: [hlcoders] Player HULL vs HIT BOXES

2007-01-17 Thread Teddy
Some major issues have appeared as a result of this change, I've had to revert it unfortunately. Players were able to touch triggers through thin doors, and get shot if any part of their model was protruding through a brush/prop/etc. I looked into setting the surrounding bounds before any

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-17 Thread Jay Stelly
Players touching triggers through thin doors is a bug. It will be fixed a future version of the engine, but that's not going to help you now. The important thing to know is the SolidMoved() is using surrounding bounds to intersect with triggers rather than the bbox for SOLID_BBOX objects like the

RE: [hlcoders] Re: Player HULL vs HIT BOXES

2007-01-17 Thread Jay Stelly
That looks correct - so most likely the player's hitbox code isn't getting called or the hitbox test is failing for some reason. There's another debug command called cast_ray that visualizes traces. I'd probably put a breakpoint in there and use it to cast a ray that should hit but misses and

[hlcoders] console woes

2007-01-17 Thread Adam Donovan
I am trying to help someone I code with figure out why the console in our mod and in hl2 or any Valve game is missing on one of our machines. I used a shortcut to try and get the console up at startup but it did not display at start up. I used -dev and -console..I also tried other combinations

Re: [hlcoders] console woes

2007-01-17 Thread Minh
did you try enabling it from the options menu? I think it's under controls-advanced or something... it's kind of a long shot though... - Original Message - From: Adam Donovan [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 17, 2007 11:12 PM Subject: