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
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
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
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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
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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:
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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]:
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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
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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(
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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
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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:
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]
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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
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:
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:
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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
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
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,
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:
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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
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:
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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-
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:
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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
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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
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VectorAngles does what you want.
VectorAngles( vector, angle );
angle will be whats byref'd
On 1/17/07, Minh [EMAIL PROTECTED] wrote:
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Is
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
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
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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
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
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
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
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
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:
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