Hi,
We've encountered a problem with our TF2 server (
steam://connect/89.106.241.45:27115 89.106.241.45:27115) not getting
listed on the master server list.
No firewall and a pretty standard TF2 install with SourceMod.
Our CS1.6 and CSS running on the same machine are listed without
you could try a map change, then check again but likely you have other
problems.
also be sure to check the custom tab list as well
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updating this
found where I could probably do what I wanna do, but inexperienced as I
am and without examples I have no idea how to do it
let's take a look
if( m_fDrawbackFinished )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (pOwner)
{
It's actually pretty simple, unless you're talking about some sort of
special blend texture I haven't heard about yet.
This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything more
or less explains itself (just ask if it doesn't ;))
WorldVertexTransition
{
$basetexture
I suppose this mailing list is for HL coding and stuff... not for how to
fix my TF2 server or whatever.
(or I can be wrong and I don't fully understand why we got the mailing list)
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Custom tab list is gone since last update .. no?
Servers are running 24/7 on dedicated machine in datacentre with 100Mb
uplinks.
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Yorg Kuijs
Verzonden: dinsdag 26 augustus 2008 15:47
Aan: Discussion of
Your right ... wrong mailing list.
Sorry.
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jarno Veuger
Verzonden: dinsdag 26 augustus 2008 16:34
Aan: Discussion of Half-Life Programming
Onderwerp: Re: [hlcoders] Server not getting listed
I suppose this
You want to change a path in a .mdl? You don't have to decompile the model in
order to do that, you just hex it with a program like XVI (
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm )
Read a tutorial on hexing or figure it out yourself.
- Original Message -
From:
True, studiohdr_t.name would be easy, fixed length so anything within 64
bytes is fine. but if he's looking to change material paths to ones of
different length he'll have to edit some indexes to comply with the
changes and update studiohdr_t.length to match the new size of the file.
I'll have
I meant the actual texture that determines which texture will show over
another texture. Like in Day of Defeat: Source
(materials/ground/snowgrassblendtexture.vtf) or Episode Two
(materials/nature/webblendtexture.vtf)
Tobias Kammersgaard wrote:
It's actually pretty simple, unless you're
That's done with the alpha painting tool on the displacements, in hammer.
-Tony
On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen
[EMAIL PROTECTED]wrote:
I meant the actual texture that determines which texture will show over
another texture. Like in Day of Defeat: Source
Ok people are obviously not understanding what I'm saying..I mean
actually making the blend textures (Like the examples I gave in my last
email...), I know how to apply a blend material.
Tony omega Sergi wrote:
That's done with the alpha painting tool on the displacements, in hammer.
-Tony
Jake,
Try this or one of the associated links:
http://developer.valvesoftware.com/wiki/WorldVertexTransition
The individual textures themselves are normal textures with pretty much all
the normal attributes - all three textures probably need to be the same
size.
The %tooltexture is the
I want to cry because Kevin is the only person so far that has
understood what I'm saying. I said Blend Texture people not Blend
Material. But yeah thanks for your help so far.
Kevin Ottalini wrote:
Jake,
Try this or one of the associated links:
To make it really clear, you use it with...
$blendmodulatetexture
Jake Breen wrote:
I want to cry because Kevin is the only person so far that has
understood what I'm saying. I said Blend Texture people not Blend
Material. But yeah thanks for your help so far.
Kevin Ottalini wrote:
http://forums.tf2maps.net/showthread.php?p=21168
According to that post, Source/ TF2 doesn't like ssbump on blended
displacement textures. He says that all of the working textures used a
normal map.
Looking in the TF2 materials list, I see however that ssbump is used for the
$bumpmap:
Wee that was actually another question. On how to make a blend
modulate texture. But hmm..
Kevin Ottalini wrote:
http://forums.tf2maps.net/showthread.php?p=21168
According to that post, Source/ TF2 doesn't like ssbump on blended
displacement textures. He says that all of the working
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