Re: [hlcoders] Archways as a displacement?

2008-10-12 Thread Lech
That video was extremely helpful in explaining the subdivide function a little more clearly and some of it's uses, but it didn't seem to answer my question entirely. The displacement which makes up the tunnel arches in Hydro appears to be using a displacement power of 3 and are bent ever so

Re: [hlcoders] Archways as a displacement?

2008-10-12 Thread Christopher Harris
I've seen out of hammer tools that let you create different shapes with displacements that you can load in as a vmf. They should exist somewhere on the VDC Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lech Sent: Sunday, October 12, 2008 2:45 AM

Re: [hlcoders] Archways as a displacement?

2008-10-12 Thread Lech
Alright I think I figured it out after reexamining Hydro more closely. What I thought looked like a power of 3 was actually 2 BSP volumes with displacements set at the power of 2 which makes more sense now. After attempting a couple of tests, working with lower quality power of 2 displacements for

[hlcoders] Driving/Racer Mod

2008-10-12 Thread Lekkere Soep
Dear HLCoders, While working on a small (first) project to create a(n OrangeBox) mod where one can drive vehicles in 3rd person, I've immediately run into several problems. I am not looking for you to chew out strands of code for me to copy paste; I am willing to put in my own time. I am just

[hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
I'd like to know why my texture wont scroll. It refracts beautifully, but... well, it looks utterly fake. Can anybody figure out what I've done wrong here? VMT CODE: Refract { $normalmap dvlstx/forcefield_normal $surfaceprop glass $bluramount 1 $refractamount .100 $scale [1 1] $envmap env_cubemap

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Luke Smith
For your second point, I'm pretty sure I did that once by moving the firstperson eye reference null or dummy object in the 3d modeling software you are using. So I moved it behind the vehicle but that would be assuming you are creating your own vehicle models of course.

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Maarten De Meyer
try using $bumptransform in stead of $baseTextureTransform as texturescrollvar. That help? -- Maarten I'd like to know why my texture wont scroll. It refracts beautifully, but... well, it looks utterly fake. Can anybody figure out what I've done wrong here? VMT CODE: Refract {

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Jay Stelly
What vehicle script are you using? The vehicle scripts are not the same between orange box and hl2. You can use the hl2 buggy model, but if you're developing a mod for the orange box engine you should start with the vehicle script from ep2, not the one from hl2. The steering parameters and

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Matt Hoffman
I've also run into the same problem with not being able to steer. Also why is the buggy not in HL2OBMP? Can we still derive from it and make our own vehicles? Also would being in the players third person and overriding the vehicle's camera fix the camera lag issues? On Sun, Oct 12, 2008 at 8:53

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Matt Hoffman
In a related question, can you have your $basetexture2 scroll? I wish to have a basetexture, then a scrolling material overlayed ontop of this. Is this possible? On Sun, Oct 12, 2008 at 8:54 AM, Maarten De Meyer [EMAIL PROTECTED]wrote: try using $bumptransform in stead of $baseTextureTransform

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Tony Sergi
Yeah, what jay said is exactly the problem. The wizard in the current version of the sdk when you do the create mod wizard is using ep1 files. I've fixed it for the next big update we're doing, but for now you have to manually copy the scripts over from ep2 to make it work. Also, in orange

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Matt Hoffman
So there's still a ch_create command for it? On Sun, Oct 12, 2008 at 10:21 AM, Tony Sergi [EMAIL PROTECTED]wrote: Yeah, what jay said is exactly the problem. The wizard in the current version of the sdk when you do the create mod wizard is using ep1 files. I've fixed it for the next big

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Maarten De Meyer
Proxies operate on variables, I see no reason why the $basetexture2transform should be any different. What you want should be possible, yes. In a related question, can you have your $basetexture2 scroll? I wish to have a basetexture, then a scrolling material overlayed ontop of this. Is this

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Tim Baker
Speaking of vehicles, I think this is a bug calculating the rear wheels in CFourWheelVehiclePhysics::CalcWheelData: m_wheelTotalHeight[2] = m_wheelBaseHeight[0] - left.z; m_wheelTotalHeight[3] = m_wheelBaseHeight[1] - right.z; The right-hand array indexes look wrong. -- Tim Baker

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Matt Hoffman
What would my code look like, something like this? (Typed off memory, so the commands may be iffy) LightmappedGeneric { $basetexture base/basetexture1 $basetexture base/basetexture1overlay $surfaceprop metal $surfaceprop2 water //Does source support SurfaceProp2? Proxies

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Matt Hoffman
Whoops that won't work, that's animated texture. I meant to say: LightmappedGeneric { $basetexture test/basewatertexture01 $basetexture base/basewavetexture01 $surfaceprop metal Proxies { TextureScroll { textureScrollVar $basetexture2

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Daniel Soltyka
Must you keep teasing us with the unreleased awesomeness? :) Daniel Soltyka [EMAIL PROTECTED] Sent from my iPhone On Oct 12, 2008, at 1:21 PM, Tony Sergi [EMAIL PROTECTED] wrote: Yeah, what jay said is exactly the problem. The wizard in the current version of the sdk when you do the

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
I believe you have to change the line textureScrollVar $basetexture2 to textureScrollVar $baseTextureTransform Although I'm not sure if you're going for a different effect from scrolling. Josh On Sun, Oct 12, 2008 at 2:46 PM, Matt Hoffman [EMAIL PROTECTED]wrote: Whoops that won't work,

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Matt Hoffman
All I know is the code I posted doesn't do anything. :P Would I remove $basetexture2 (at the start of the vmt) and replace it with $basetexturetransform? On Sun, Oct 12, 2008 at 5:49 PM, Josh Hollander [EMAIL PROTECTED] wrote: I believe you have to change the line textureScrollVar

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
I believe so... I'm not quite sure as to what you are trying to achieve, but if it's just a single texture I got mine working with Maarten's help. On Sun, Oct 12, 2008 at 8:53 PM, Matt Hoffman [EMAIL PROTECTED]wrote: All I know is the code I posted doesn't do anything. :P Would I remove

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Matt Hoffman
Well what I'm trying to do is re-create Wetwork from COD4. (First level really, with the cargoship, etc) I'm trying to re-create the water, which appears to be a moving plane (animated vertexes) with a base water texture, then an animated 'wave/foam' texture on top. I'm also trying to re-create

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Josh Hollander
The puddle should be easy enough to do, but I'm not so sure about the water... Model with animation could be best, if you're up to it. On Sun, Oct 12, 2008 at 9:12 PM, Matt Hoffman [EMAIL PROTECTED]wrote: Well what I'm trying to do is re-create Wetwork from COD4. (First level really, with the

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Matt Hoffman
Well yeah I know about the model with the animation, but I don't want to have to have two copies of the waves (and render 2x the triangles) with the top layer being foam. How would you overlay an animated material ontop of a $basetexture? On Sun, Oct 12, 2008 at 7:08 PM, Josh Hollander [EMAIL