Re: [hlcoders] Decal Bug :(

2007-02-06 Thread James Fletcher
Minh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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.

Re: [hlcoders] Decal Bug :(

2007-02-06 Thread Minh
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

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-06 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] Ditto, I love you too Mike :D Matt On 2/6/07, Jorge Rodriguez [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I love you Mike. -- Jorge Vino Rodriguez -- ___ To

Re: [hlcoders] Decal Bug :(

2007-02-06 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] 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 -

Re: [hlcoders] Decal Bug :(

2007-02-06 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] i didn't make any new decals.. it's all valve's decals On 2/6/07, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've had this before. There's an extra section in the decals material I think.. you

Re: [hlcoders] Decal Bug :(

2007-02-06 Thread James Fletcher
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

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-06 Thread Mike Durand
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

Re: [hlcoders] Steam offline mode?

2007-02-06 Thread Rodrigo 'r2d2rigo' Diaz
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Player animations GetSequenceLinearMotion console warnings

2007-02-06 Thread Richard
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

[hlcoders] Ragdolls not colliding with phys_props

2007-02-06 Thread Minh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] Ragdolls not colliding with phys_props

2007-02-06 Thread Jay Stelly
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

Re: [hlcoders] Ragdolls not colliding with phys_props

2007-02-06 Thread Minh
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:

Re: [hlcoders] Player animations GetSequenceLinearMotion console warnings

2007-02-06 Thread Nick
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

[hlcoders] MOVECOLLIDE_FLY_BOUNCE

2007-02-06 Thread Mark Gornall
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

Re: [hlcoders] Player animations GetSequenceLinearMotion console warnings

2007-02-06 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Steam offline mode?

2007-02-06 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] 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: -- [ Picked text/plain from

Re: [hlcoders] MOVECOLLIDE_FLY_BOUNCE

2007-02-06 Thread Teddy
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