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
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
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,
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
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
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
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
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:
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
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]
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.
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
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
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
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
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