[hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Sorry to pester about this again, but Im still looking for a way to get the blood decals to stay longer..I dont mean on the ragdolls just the normal blood decals that apear on players and on block work..Its for a performace using the hl2engine

[hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] Do the bullets go right through or is it because of the material it uses doesnt have a surface prop and so it doesnt seem to collide because the engine isnt creating the decals/particles? I have no idea really but thats what first comes to

Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Rodrigo 'r2d2rigo' Diaz
-- [ Picked text/plain from multipart/alternative ] Did you check r_decals and r_maxmodeldecal cvars? Maybe setting them to a huge number is what you are searching for :P 2007/11/28, Adam Donovan [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Sorry to pester about this

Re: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Minh
-- [ Picked text/plain from multipart/alternative ] I specified surfaceprop metal in the .qc file so it should have the correct decals/special fx. Since it's a model, the surfaceproperty of the material is irrelevant. Only brushes use the surfaceproperty of a material when creating decals/special

Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Minh
-- [ Picked text/plain from multipart/alternative ] If I recall correctly, r_decals is a simple boolean that specifies whether decals get generated or not. Adam, maybe you should check out the function TE_Decal in c_te_decal.cpp or maybe the function DecalShoot in iefx.h It seems the

Re: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Tony omega Sergi
-- [ Picked text/plain from multipart/alternative ] Well one thing of note is that bone followers are server-side only. You'll have to initialize them on the client too. I had this problem a year or two ago when I was working on something else. Off-hand, I can't answer the question directly other

[hlcoders] vgui::surface()-DrawTexturedRect()

2007-11-28 Thread Jamie Femia
-- [ Picked text/plain from multipart/alternative ] Anyone know why equipping a weapon seems to disable this function? I use it to draw stuff on my HUD but when I equip a weapon it disappears... -- ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] RE: blood/decals/ragdolls

2007-11-28 Thread Rodrigo 'r2d2rigo' Diaz
-- [ Picked text/plain from multipart/alternative ] AFAIK, the cvar you are referring to, is r_drawdecals: it toggles between drawing or ignoring the decals. I *think* that decals lifetime comes from the limit being reached, so a decal stays until it needs to be rewritten by a new one. With

RE: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Jay Stelly
Are you sure the bullets are going through the bone followers on the server? Or do they just appear to because the client-side effects go through them? Anyway, I'm pretty sure I fixed all of the issues with using bone followers more generally like this between ep1 ep2 (not being client-side,

Re: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Ahh, you're right.. The bullets aren't going thru.. They;re just not rendering any special f/x or decals. Apparently the server and client aren't in synch when using bone_followers. I cant wait for the new Source 2007... - Original Message

Re: [hlcoders] vgui::surface()-DrawTexturedRect()

2007-11-28 Thread Janek
-- [ Picked text/plain from multipart/alternative ] It is probably due to the SetHiddenBits flags. See HIDEHUD_ in shaereddefs.h 2007/11/28, Jamie Femia [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Anyone know why equipping a weapon seems to disable this

[hlcoders] nobody knows function that checks distance move everyframe ?

2007-11-28 Thread kitson foo
-- [ Picked text/plain from multipart/alternative ] mm nobody knows how to do this or did it get missed by people i need help pretty bad on this topic...i want something in which lets say i run a distance on a wall for 100units and then after that gravity kicks in. how would that work. and

Re: [hlcoders] nobody knows function that checks distance move everyframe ?

2007-11-28 Thread Nate Nichols
It seems to me that a distance measurement makes less sense than a timer for wall running regardless. If you use a distance-measure, someone could just jump on the side of a wall, not move at all, and stay there forever. I think you may just want to use a timer (like the duck timer already

Re: [hlcoders] nobody knows function that checks distance move everyframe ?

2007-11-28 Thread Jeffrey botman Broome
kitson foo wrote: -- [ Picked text/plain from multipart/alternative ] mm nobody knows how to do this or did it get missed by people i Distances are usually measured by storing the starting point (Origin), then taking the ending point and subtracting the starting point from the ending point.

RE: [hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Tried it in map and it works fine on a vgui_screen. Just wont show on the watch. http://lodle.net/test.jpg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Thursday, November 29, 2007 6:38 AM To: hlcoders@list.valvesoftware.com

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Justin Krenz
I also tried getting a vgui panel to appear on a weapon view model and gave up quickly and used an animated texture instead. I think the problem has something to do with having to link your vgui class name with the text file which lists all vgui panels that can be used with the vgui entity. You

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Make a render target, push it and a viewport the size of the render target, then render your vgui panel and pop the render target. Then break the face of the watch into its own .vmt, and in that vmt for the watch use $basetexture

[hlcoders] vgui panels on models

2007-11-28 Thread Mulchman
We used material proxies. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Wednesday, November 28, 2007 14:17 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vgui panels on models I also tried getting a vgui panel to appear

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] The code wasn't written by me for our watches, but we no longer use them so I'm sure Jon won't mind me sharing :S But ours are pretty much setup the exact same way tutorial shows, now this could be an error on our part because the original to Ep1

RE: [hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Well I got it working. Seems the creat function for it was stuffed so I recoded it and it works. Now just have to kill the modeler who thought it was a good idea to rotate the bone im using for the attachment. Ill add it to the wiki once im done. Mark [lodle] -Original Message- From:

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Tom Leighton
Cool, cheers lodle Mark Chandler wrote: Well I got it working. Seems the creat function for it was stuffed so I recoded it and it works. Now just have to kill the modeler who thought it was a good idea to rotate the bone im using for the attachment. Ill add it to the wiki once im done. Mark

RE: [hlcoders] vgui panels on models

2007-11-28 Thread Mark Chandler
Hmm problem is now it seems to be clipping on something and that the panel is see through. http://lodle.net/test0001.jpg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Thursday, November 29, 2007 3:13 PM To: