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Lol.
On Jan 30, 2008 12:05 AM, Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED]
wrote:
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http://collective.valve-erc.com/index.php?news=1080357489-51167900
Hey, it says in a few weeks, so
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http://collective.valve-erc.com/index.php?news=1080357489-51167900
Hey, it says in a few weeks, so according to Valve time we will get it
along with Episode 3 :P
2008/1/30, Maarten De Meyer [EMAIL PROTECTED]:
Reason is simple I think. Steam
Reason is simple I think. Steam is a success already with some big
publishers using it. Valve does not need mods anymore to promote its
platform, on the contrary, we would only be in competition with the real
'paying' Valve clients and even be bad PR by offering lesser quality
products than the
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This is mainly directed to Mike (or anyone from Valve)
Is it possible for us to use the existing Achievements code to create our
own ones for mods, and upload that data to our own server? I'm not sure
where the Achievements game menu panel gets
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Hey guys got this problem that shouldn't be atm.
Ok I made a new vgui class based from the vgui::panel class:
class PD_BasePanel : public vgui::Panel
now in that class I have overwritten the
Same result
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Wednesday, January 30, 2008 10:38 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Panels not playing nice.
Try making them virtual functions.
// Adam
Try making them virtual functions.
// Adam Maras (memzero)
Mark Chandler wrote:
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Hey guys got this problem that shouldn't be atm.
Ok I made a new vgui class based from the vgui::panel class:
Hi
I have been looking into converting 2D screen coordinates into 3D World
coordinates. I have using a method based on spherical and cylindrical
coordinates. Is there a function like Unproject I could use? Or do I
need to use a method based on sweeping a trace line around the world
And using
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Search around the code as it is. ;)
On Jan 30, 2008 1:14 AM, Brett Wilkins [EMAIL PROTECTED] wrote:
Hey there,
Is there any plan to put Portal Code into the Source SDK? My friends and
I were wanting to make a mod and add some stuff in.
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All I can find are files related to area portals.
I was at least expecting a weapon_portalgun class
Daniel Glenn wrote:
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Search around the code as it is. ;)
On Jan 30, 2008 1:14 AM, Brett Wilkins [EMAIL
Did you make the member functions in the *base* class virtual? ( cause
that is what he meant ).
Same result
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Wednesday, January 30, 2008 10:38 PM
To:
Its in panel.cpp which is virtual (be stupid otherwise because all its code
is { } ).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer
Sent: Thursday, January 31, 2008 1:57 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders]
There's a GetVectorInScreenSpace( vecPlayerOrigin, iScreenX, iScreenY )
function you could use for taking a world position and getting screen
coordinates for it.
Also, if you search the archives Yahn posted code for mouse picking objects
on the HUD and finding corresponding world coordinates for
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Hello all. This is my first email to the mailing list and I'm writing
because I'm really stuck and hope someone can help me out. When I place an
entity and try to load my custom character it causes Hammer to crash and
displays this error
Basically the number is current and max (2679124576) and your model detail
is to high and will crash the engine. I don't think you can change it
without recompiling hammer and the engine.
Why you need that much detail?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
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How many polys is your model?
On Jan 30, 2008 11:51 AM, Ben Mears [EMAIL PROTECTED] wrote:
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Hello all. This is my first email to the mailing list and I'm writing
because I'm really stuck
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The optimal amount of polys that I would like to have is around 11,000 but
to make it work in-game I need to drop it down to around 5,000 or so. I'm
still testing out the highest amount of polys I can have before I get that
error message.
On Jan
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You can't. That's something Valve would have to do afaik. That sort of
detail level isn't very practical for the generation of game engine that
Source is. Maybe you can split it up into multiple parts, where each part
doesn't exceed the total,
So, you said you
can't change it without recompiling Hammer and the engine? How would I go
about doing that?
You don't. The limits are imposed because the Source engine itself would
choke on a model with that much detail. Is there any way you could make
the armor and/or accessories separate
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Well, it's a pretty detailed model with a lot of armor and accessories. I'm
happy with the model at about 11,000 polys but when I bring it down to
around 5,000 to make it work in game it starts to look pretty bad. Polys get
removed from spots
You tried normal maps?
I think the largest poly-count model I've seen in a Source game is the
Tiger tank in DoD which is ~11000 max.
- Jed
On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
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Well, it's a pretty detailed model with a lot of
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Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys that
worked fine so I really don't think that I have too many polys on this guy.
On Jan 30, 2008 12:41 PM, Jed [EMAIL PROTECTED] wrote:
You tried normal maps?
I think the
You send valve a check for $1 mil and you get the source code for it.
Any chance we could see a render of it. Got me interested. :D
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
Sent: Thursday, January 31, 2008 5:19 AM
To:
Jeremy wrote:
I think Unreal Engine 3 doesn't even push that high of a detail on
their character models. These days you generally fake most of it with
normal maps and such.
UE3 uses a high poly model to generate normal maps and a low poly model
in the game. See the bottom of this page for an
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Was just curious about polycount. I realize technically you have too many
vertices. If vertices were shared enough you could have a large number of
polygons with a smaller number of vertices, provided you don't run into any
limit on index buffer
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Right. I was just looking at that. Point being nobody is running 11k
character models in current gen FPS games. If he's making something more
character centric like a fighting game that's different, but he's still
working within the limitations
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I'm getting my polycount from within XSI and at about 11,500 polys I'm
getting a vertex (or point in XSI) count of only 7042. Way below 24,000
On Jan 30, 2008 1:08 PM, Jed [EMAIL PROTECTED] wrote:
Just a quick question - where are you getting
Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error
message in hammer:
Too many verts for a dynamic buffer (4146824576) Tell a programmer to
up VERTEX_BUFFER_SIZE.
But it's in game so I guess it is only a limitation of hammer. The model
will propably load if set at runtime.
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Wierd. Maybe the exporter is crap and exports shared verts as unique or
something.
On Jan 30, 2008 1:21 PM, Ben Mears [EMAIL PROTECTED] wrote:
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I'm getting my polycount from within XSI and
Just a quick question - where are you getting the polycount from? Your
modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
15000 poly model anyway considering 3 verts per triangle even when
many are shared.
- Jed
On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
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Thanks for the info Jeremy. I'm actually using this character for a
machinima movie and there are a lot of other characters, props, scripted
sequences etc. in the map so I think you may be right about overloading the
engine. The verts on the
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H.interesting. I'll have to try that. Thanks for the suggestion.
On Jan 30, 2008 1:23 PM, Julian Moschüring [EMAIL PROTECTED] wrote:
Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error
message in hammer:
Too many
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'You send valve a check for $1 mil and you get the source code for it.'
Or, send Epic a check for 850k and get an Unreal 3 license ;)
On Jan 31, 2008 9:15 AM, Ben Mears [EMAIL PROTECTED] wrote:
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Rumor has it that a Source license is only 200k ;-)
/ProZak
On 30/01/2008, Matt Stafford [EMAIL PROTECTED] wrote:
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'You send valve a check for $1 mil and you get the source code for it.'
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300-350k is generally the ballpark when we talk about it over at places like
ModDB
On Jan 31, 2008 10:12 AM, Tobias Kammersgaard [EMAIL PROTECTED]
wrote:
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Rumor has it that a Source license
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That's how much it cost to buy the license to be able to develop and
distribute games commercially right?
On Jan 30, 2008 3:47 PM, Matt Stafford [EMAIL PROTECTED] wrote:
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300-350k is
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Yes. And likely includes a royalty rate to valve. There may be alternative
royalty free options that cost significantly more. Few game engines
advertise such things as openly as Epic lists the UE2.5 license costs
On Jan 30, 2008 3:56 PM, Ben
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ha ha, oh yeah, duh. So that means he dropped the big bucks to be able to do
that right?
On Jan 30, 2008 4:18 PM, Mike Durand [EMAIL PROTECTED] wrote:
I heard there is this guy named Garry who made a Source mod and sold it on
Steam. ;)
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Not necessarily I'd say. It's up to Valve. Unique and interesting mods may
receive special treatment in order to help them out. I don't know if Garry
got a license to the extent that he got engine source and all that, or if he
was just granted
No, garry got the full engine source (Although he hasnt compiled any
custom engine dll's yet.
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IIRC Garry and Valve had a 50/50 agreement (or something like that, maybe he
can clarify), where Valve gave him an engine license for free, but get 50%
of from each purchase of GMod. I'd personally love to see more deals made
like this
Not all
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