Minh wrote:
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I'm having a glitch with the decals system. It seems decals show up fine on
models with a single texture but models that use more than 1 texture will not
display the decals properly.
Im not sure what you mean by unwrap. Are you referring to unwrapping the
uvw co-ordinates?
- Original Message -
From: James Fletcher [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, February 06, 2007 12:22 AM
Subject: Re: [hlcoders] Decal Bug :(
Minh wrote:
This is
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Ditto, I love you too Mike :D
Matt
On 2/6/07, Jorge Rodriguez [EMAIL PROTECTED] wrote:
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I love you Mike.
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Jorge Vino Rodriguez
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To
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i have that same problem.
but the model i have it on, only has one material..
On 2/6/07, Minh [EMAIL PROTECTED] wrote:
Im not sure what you mean by unwrap. Are you referring to unwrapping the
uvw co-ordinates?
- Original Message -
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i didn't make any new decals.. it's all valve's decals
On 2/6/07, Garry Newman [EMAIL PROTECTED] wrote:
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I've had this before. There's an extra section in the decals material I
think.. you
Minh wrote:
Im not sure what you mean by unwrap. Are you referring to unwrapping
the
uvw co-ordinates?
- Original Message -
From: James Fletcher [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, February 06, 2007 12:22 AM
Subject: Re: [hlcoders] Decal Bug :(
Minh
Whoops! Actually I meant 1.07.00. It was the version that existed before
I 8/4/2006 release, just in case anyone was interested in that much SDK
history.
Here's the historical release notes so that you can see what was in that
release of the SDK.
-Mike
-Original Message-
From: [EMAIL
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AFAIK, before the new version, if you opened Steam without being connected
to Internet, a dialog gave you the options to retry or log under offline
mode. Looks like this option isn't available anymore. It's a shame, because
it came very handy
I asked a stupid question, or no-one knows?
Cheers,
R
Richard wrote:
Hi,
In order to get player animations working I extracted the models
directory from the HL2DM GCF, as without this none of them seemed to
work, my players just moved around with their arms out-stretched.
Firstly, was this
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My ragdolls aren't colliding with prop_physics entites but ARE colliding
with prop_static entities and of course the world. I'm not sure if it was this
way by default or if I changed the code
If the ragdoll is client-side and the prop is server side you won't get
a collision unless you make the prop or the ragdoll client/server.
Prop_door_rotating does this - look at that for an example. Keep in
mind that the server must be authoritative so the props won't be able to
move in response
ahh, that explains it. I think I'll try to mimic the client/server behaviour
of prop_door_rotating since I'm not concerned about the ragdolls affecting
gameplay by pushing server side objects around.
Thanks Jay
- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
To:
I don't know the exact answer to this problem sorry.
On 2/6/07, Richard [EMAIL PROTECTED] wrote:
I asked a stupid question, or no-one knows?
Cheers,
R
Richard wrote:
Hi,
In order to get player animations working I extracted the models
directory from the HL2DM GCF, as without this none of
Hey,
I'm trying to work with an HL2 entity that has movement type of
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); but the
FL_ONGROUND flag never gets set when the entity hits the ground (I'm
checking GetFlags() FL_ONGROUND) and I cannot see where or why it is
wrong, just
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You have to extract combine_soldier_anims.mdl, Police_animations.mdl
Police_ss.mdl as far as I know. That's the only thing I can think of.
/ProZak
On 07/02/07, Nick [EMAIL PROTECTED] wrote:
I don't know the exact answer to this problem
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I remember having to actually disable my network connection in Windows for
Steam to go to offline mode. I haven't tried it in a while though.
On 2/6/07, Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED] wrote:
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There's a bunch of reasons it might not be getting set, to
troubleshoot this check out CBaseEntity::ResolveFlyCollisionBounce(),
where it does SetGroundEntity( pEntity).
Note that it checks trace.plane.normal.z to see if it's a flat
surface, and checks if the entity velocity is less than 30
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