Re: [hlcoders] Material Proxy not finding a known existing variable, $selfillum

2008-10-19 Thread Christopher Harris
Well I figured it out finally. I had printed out all the shader params of the material I was using and saw that indeed there was no selfillum. I realized you must set and unset the selfillum flag to control that option. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

[hlcoders] background01_widescreen.vtf and 16:10 resolutions

2008-10-19 Thread Maarten De Meyer
Hi list, since this seems basic to me, I risk asking a FAQ, but google didn't help, so here goes. Apparently, people playing in 16:10 ( tested on 1920*1200 ) get the background01.vtf image in the main menu in stead of the background01_widescreen.vtf image. 16:9 reso's display

[hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Robert Briscoe
Hi guys,   I've been building some props recently which have a variety of multiple skins, such as barrels with different colours and trees with different foliage etc. But I'm concerned as to how Source handles props with multiple skins, If I have a prop with 5 skins, will that mean, in turn,

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Garry Newman
If by multiple skins you mean multiple materials on the same model, then yeah, it would definitively be less expensive to have a single material. If by multiple skins you mean different skins that you can switch between, then I'd say no, it's exactly the same.. because all it's really doing there

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh Le
actually, are you sure it loads all 5 skins into memory? I thought it only loads the skin that you select.. ie. if your map only uses 2 of the 5 skins for a particular prop object, then won't it just load those two that were used on the map? Jonas 'Sortie' Termansen wrote: Hey, the way I

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Robert Briscoe
Yeah thats what im trying to decide on, im not sure if when static meshes with multiple skins are compiled, they still reference the other skins in some way thus increasing draw calls, or if once compiled, the other skins are completely ignored, reducing drawcalls. Im probably going to do a

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Jed
I asked Matt Boone about this ages ago and he said that if a model has multiple skins defined it loads all the textures even if you don't use them. There was also the batch value which no longer seems to work in HLMV which would show you how many draw calls a model needed. I wouldn't mind some

[hlcoders] Weird issue with Jigglebones

2008-10-19 Thread Jake
Ok, so just playing around with jigglebones and it seems gravity has broken..Because whenever I load up the model in hlmv the bones start rotating up (Without any camera movements.) Example: http://www.emowhale.com/frostedbites//beckett_jacket.jpg (Warning 1680x1050!) How the bone are setup:

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Justin Krenz
I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player model who uses a single texture. However, I have the model's triangles divided up so that there are 3 separate vmts referenced. Each vmt uses the same texture file, but each

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Jay Stelly
Each vmt change is a new batch. So yes, that will be 3 draw calls minimum. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Sunday, October 19, 2008 1:44 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders]

[hlcoders] Two quick questions.

2008-10-19 Thread A.Oliver
Hi, very quick :) - Dedicated servers for my OB HL2MP based mod aren't listed in steam server list, only when you check in-game browser. I'm using steam app 218. Ep1 version never had such issue. Anything I can do to fix that? - I tried to use SetBodygroup in a viewmodel, but it didn't worked.

Re: [hlcoders] Weird issue with Jigglebones

2008-10-19 Thread Josh Hollander
Try changing your angle constraint? Maybe -30, cause 30degrees might be 'up', not 'down'. Other than that, I can't help. sorry. On Sun, Oct 19, 2008 at 2:13 PM, Jake [EMAIL PROTECTED] wrote: Ok, so just playing around with jigglebones and it seems gravity has broken..Because whenever I load

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh
on the topic of batches.. I was one under the impression that it's not worth LOD'ing your model if it's less than 250 polygons, since anything below 250 will equal 1 batch. But when I had fifty instances of an object with 250 polygons.. and then I reduced the object down to 50 polygons.. I saw

Re: [hlcoders] Two quick questions.

2008-10-19 Thread Justin Krenz
Do you have a steam.inf file in your mod directory with appID=218 as the only line in it? I think doing that fixed the problem of the server not being listed in the steam server browser as well as many other problems. On Sun, Oct 19, 2008 at 6:10 PM, A.Oliver [EMAIL PROTECTED] wrote: Hi, very

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Justin Krenz
From my little knowledge of engine design, the engine itself should be able to group similar textured triangles together into a single batch until the most efficient batch size is reached at which point it starts a new batch. If you reduce a prop to as few triangles as possible, then that's still