When trying to figure out how to do things, it's useful to search
through the SDK source code for examples. You know that you want to
change a skin, but don't know how to do it. Start by searching the
Valve Developer Community wiki pages...
http://developer.valvesoftware.com/wiki/Main_Page
I didn't think HL2 DM had multiple arm skins. I thought everyone (rebels
and combine) used the HL2 orange gordon freeman arms. In fact I thought I
remembered being disappointed to discover that. Was there some update?
Very well. The arms model must not change, then, but instead the skin on
Set skin in code:
m_nSkin = Skin#;
// Skin# is an integer
// model viewer should provide this info for you.
--- On Wed, 3/18/09, Ryan Sheffer darksk...@gmail.com wrote:
From: Ryan Sheffer darksk...@gmail.com
Subject: Re: [hlcoders] First-Person Arms Model
To: Discussion of Half-Life
Okay, I'm at this point feeling like I'm standing in a gourmet kitchen and
beating my food into pieces with a bent spoon cause I have no clue that there
knives.
So, where are majority of the UTIL functions dashed away?
Yes, they're all over the place, I'm looking for groups of them that are
Go look where they are declared in the header files, ten bucks they're in
some large header containing most of them.
- Original Message -
From: Grash mr_gr...@yahoo.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, March 19, 2009 7:59 PM
I believe there IS actually a UTIL.h file that defines most of them
Thanks,
Timothy Fenton
Animation and Game Design Student
-Original Message-
From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk
Date: Thu, 19 Mar 2009 20:02:49
To: Discussion of Half-Life
Yea, but they're not all util_shared.h\cpp...
example: some useful ent search functions are in entitylist.h\cpp
Let me rephrase the question :
If you were working with someone who is new to the engine.
What source code files would you point out to look at first?
--- On Thu, 3/19/09,
The utility functions are kind of spread throughout, but most of them
are defined as part of what Valve calls the 'Tier 1 library which
contains, more or less, a custom implementation of the entire STL which
has been fully integrated into the engine with datamap support and all.
Tier 1 tends
- Original Message -
From: Grash mr_gr...@yahoo.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Cc: gwa...@ccsnh.edu
Sent: Thursday, March 19, 2009 10:59 PM
Subject: Re: [hlcoders] UTIL Functions... where are they?
Yea, but they're not all
Oh sorry about the last mail, clicked too fast.
I won't recommend any source files, really. Instead, it depends on what the
programmer tries to do. Usually that is done before, so the progammer should
just use the search function to search for what they need. So if you need to
do anything,
I know this was posted before, but I would like to see if this was perhaps
updated at all.
Is it possible to implement a good, solid version of wall walking in source.
Maarten De Meyer Quote:
If you want to implement actual wallwalking, choose another engine. Unless
if you're making maps with
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