Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-30 Thread Cory de La Torre
-- [ Picked text/plain from multipart/alternative ] Lol. On Jan 30, 2008 12:05 AM, Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] http://collective.valve-erc.com/index.php?news=1080357489-51167900 Hey, it says in a few weeks, so

Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-30 Thread Rodrigo 'r2d2rigo' Diaz
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-30 Thread Maarten De Meyer
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

[hlcoders] Achievements

2008-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] Panels not playing nice.

2008-01-30 Thread Mark Chandler
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] Panels not playing nice.

2008-01-30 Thread Mark Chandler
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

Re: [hlcoders] Panels not playing nice.

2008-01-30 Thread Adam Maras (memzero)
Try making them virtual functions. // Adam Maras (memzero) Mark Chandler wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey guys got this problem that shouldn't be atm. Ok I made a new vgui class based from the vgui::panel class:

[hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates to world

2008-01-30 Thread C.Sneyd
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

Re: [hlcoders] Portal

2008-01-30 Thread Daniel Glenn
-- [ Picked text/plain from multipart/alternative ] 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.

Re: [hlcoders] Portal

2008-01-30 Thread Qazzian
[ Converted text/html to text/plain ] All I can find are files related to area portals. I was at least expecting a weapon_portalgun class Daniel Glenn wrote: -- [ Picked text/plain from multipart/alternative ] Search around the code as it is. ;) On Jan 30, 2008 1:14 AM, Brett Wilkins [EMAIL

RE: [hlcoders] Panels not playing nice.

2008-01-30 Thread Maarten De Meyer
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:

RE: [hlcoders] Panels not playing nice.

2008-01-30 Thread Mark Chandler
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]

[hlcoders] [hlcoders]Unproject 2D to world 3D / mouse coordinates to world

2008-01-30 Thread Mulchman
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

[hlcoders] “Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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

[hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFE R_SIZE.

2008-01-30 Thread Mark Chandler
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

[hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] How many polys is your model? On Jan 30, 2008 11:51 AM, Ben Mears [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello all. This is my first email to the mailing list and I'm writing because I'm really stuck

[hlcoders] Re: [hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] 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,

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Adam Maras (memzero)
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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jed
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: -- [ Picked text/plain from multipart/alternative ] Well, it's a pretty detailed model with a lot of

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Mark Chandler
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:

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeffrey botman Broome
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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Julian Moschüring
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.

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] 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: -- [ Picked text/plain from multipart/alternative ] I'm getting my polycount from within XSI and

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jed
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: -- [ Picked

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] '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: -- [ Picked text/plain from

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] Rumor has it that a Source license is only 200k ;-) /ProZak On 30/01/2008, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] 'You send valve a check for $1 mil and you get the source code for it.'

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] 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: -- [ Picked text/plain from multipart/alternative ] Rumor has it that a Source license

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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: -- [ Picked text/plain from multipart/alternative ] 300-350k is

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
-- [ Picked text/plain from multipart/alternative ] 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. ;)

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Tom Leighton
No, garry got the full engine source (Although he hasnt compiled any custom engine dll's yet. --- REMOVED THE PAST CONTENT... it was rather huge! :P --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Matt Stafford
-- [ Picked text/plain from multipart/alternative ] 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