Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Tom Edwards
Open the sample citizen model and scrub the animation slider. That's how you do it. :-) Jake Breen wrote: Okay so I was following http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set And thats the only thing I can find about facial flexes. So what do I do next?

[hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
Hi, This morning, launching my mod (which was working yesterday), I discovered this Engine Error panel : MountFileSystem( 312 ) failed: SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5: No Steam Content Servers are available Is it really only due to No Steam Content

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Sam Goldwater
Can anyone think of examples of Alyx quality facially rigged custom characters? Is it attainable only having the citizen model to work from? On Tue, Mar 25, 2008 at 9:29 AM, Tom Edwards [EMAIL PROTECTED] wrote: Open the sample citizen model and scrub the animation slider. That's how you do it.

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jed
I've rigged a few custom character models with facial animation and it's not actually that hard to be honest. The quality comes from how good your morphs are, how many you have and rig then. I have a gut feeling Alyx uses more than the default shapekey set but all the models I've made use the

[hlcoders] Hitgroups problem

2008-03-25 Thread Emiel Regis
Having a problem with hitgroups. Although I didn't change any code (ep 1 sdk) all traces done ingame on my custom player models return HITGROUP_GENERIC. This is .qc file of one of the models: http://pastebin.com/m3e258062 I tried ray-tracing model as well as direct collisions with Touch

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
I found it is due to the fact I'm trying to mount content of HL2MP using: filesystem-MountSteamContent(320); Is there something explaining this problem in new update from SourceSDK ? [EMAIL PROTECTED] 2008/3/25, Janek [EMAIL PROTECTED]: Hi, This morning, launching my mod (which was

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Sam Goldwater
Good to know, nice one Jed. On Tue, Mar 25, 2008 at 12:13 PM, Jed [EMAIL PROTECTED] wrote: I've rigged a few custom character models with facial animation and it's not actually that hard to be honest. The quality comes from how good your morphs are, how many you have and rig then. I have a

Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Janek
Mike, filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error : MountFileSystem( 312 ) failed: SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5: No Steam Content Servers are available If I remove my line : filesystem-MountFileSystem(320) it is

Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Tom Leighton
Are you compiling Debug? If so, this happens. You need to compile release to mount content, its a known bug. Janek wrote: Mike, filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error : MountFileSystem( 312 ) failed:

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Paul Peloski
#include filesystem.h class CGCFMount : CAutoGameSystem { public: bool Init() { filesystem-AddSearchPath( cstrike, GAME ); filesystem-MountSteamContent( 240 ); return true; } }; CGCFMount gGcfMount; Works for me after the update, my mod is based on 218. On

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Tony omega Sergi
is your mod still ep1? On Tue, Mar 25, 2008 at 9:56 AM, Janek [EMAIL PROTECTED] wrote: I found it is due to the fact I'm trying to mount content of HL2MP using: filesystem-MountSteamContent(320); Is there something explaining this problem in new update from SourceSDK ? [EMAIL PROTECTED]

[hlcoders] Receive array of PropEHandle?

2008-03-25 Thread Tom Edwards
I think I may have run into an incompatibility between RecvPropEHandle() and RECVINFO_ARRAY(). This code: RecvPropArray( RecvPropEHandle( RECVINFO_ARRAY(m_Inventory) ), m_Inventory ) Produces this error: error C2664: 'RecvPropEHandle' : cannot convert parameter 4 from 'unsigned int'

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
Yes my mod is still ep1 coz I'm based on hl2mp. 2008/3/25, Tony omega Sergi [EMAIL PROTECTED]: is your mod still ep1? On Tue, Mar 25, 2008 at 9:56 AM, Janek [EMAIL PROTECTED] wrote: I found it is due to the fact I'm trying to mount content of HL2MP using:

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Ben Mears
Facial setups for custom characters is completely attainable. I worked through the process in XSI and had pretty good results. The steps are outlined in the Valve Wiki here: http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File . The main problem I had was that after

Re: [hlcoders] SDK Update - No More Beta

2008-03-25 Thread Janek
Sure I mean in Release. Things which drives me to this problem was that it was working in debug mod but not in release due to the fact mountfilesystem is not used in debug mod. I use #ifndef DEBUG blabla #endif 2008/3/25, Tom Leighton [EMAIL PROTECTED]: Are you compiling Debug? If so, this

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Janek
My mod is based on ep1 (215). Maybe it is only broken in ep1 but is still ok for Orange box engine. 2008/3/25, Janek [EMAIL PROTECTED]: Yes my mod is still ep1 coz I'm based on hl2mp. 2008/3/25, Tony omega Sergi [EMAIL PROTECTED]: is your mod still ep1? On Tue, Mar 25, 2008 at 9:56

[hlcoders] Do a barrel roll!

2008-03-25 Thread Timothy Chilvers
Hey all, I want to adjust in_main.cpp to allow me to adjust roll along with pitch and yaw, else my user is going to get motion sick when the view doesn't roll with his head. Is there precedent for this? /Chilv ___ To unsubscribe, edit your list

[hlcoders] cooperativevs2003

2008-03-25 Thread red box
hello! I am working on SP mod with cooperative solution. I need to realize a playing process with switching between characters how can I do this, or maybe this already realize in orange box code? if yes, I will waiting... another question: in orange box code is supported for vs2003, or I need

Re: [hlcoders] Do a barrel roll!

2008-03-25 Thread Tony Paloma
Press Z or R twice. Somebody had to say it -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Timothy Chilvers Sent: Tuesday, March 25, 2008 11:19 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Do a barrel roll! Hey all, I want to adjust

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jake Breen
Well I kinda remember Cannonfodder's tutorial and he had it multiple meshes, of the exact same mesh in the same scene and then used morpher and applied the facial expressions to it. Then deleted the heads. But I'm so lost after that. Ben Mears wrote: Facial setups for custom characters is

Re: [hlcoders] cooperativevs2003

2008-03-25 Thread Tom Leighton
You need to use Visual Studio 2005 (You can use the express versions available here:) http://www.microsoft.com/express/2005/ Yred box wrote: hello! I am working on SP mod with cooperative solution. I need to realize a playing process with switching between characters how can I do this, or

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jake Breen
ugh, never mind my bloody max file has become corrupt. I'd have to do all 34 all over again, which took me 3 hours last night. and i'm too tired atm. Jake Breen wrote: Well I kinda remember Cannonfodder's tutorial and he had it multiple meshes, of the exact same mesh in the same scene and

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jed
Cannonfodders guide is a good guide but makes things over complex. You can simply set-up your animation as 34 frames and for each morph target it set it to 100% for it own frame. i.e. shapekey 0 - frame 0 - 100% shapekey 1 - frame 1 - 100% ... shapekey n - frame n - 100% Be aware though that

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Jake Breen
Can I just skip the morpher step, and simply make a 34 blend animation and create the flexes using a single head? Jed wrote: Cannonfodders guide is a good guide but makes things over complex. You can simply set-up your animation as 34 frames and for each morph target it set it to 100% for it

Re: [hlcoders] stopsound

2008-03-25 Thread Phinney
Thanks, worked perfectly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders