Re: [hlcoders] First-Person Arms Model

2009-03-19 Thread botman
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

Re: [hlcoders] First-Person Arms Model

2009-03-19 Thread vecima
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

Re: [hlcoders] First-Person Arms Model

2009-03-19 Thread Grash
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

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Grash
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

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Jonas 'Sortie' Termansen
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

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread admin . bov
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

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Grash
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,

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Walter Gray
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

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Jonas 'Sortie' Termansen
- 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

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Jonas 'Sortie' Termansen
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,

[hlcoders] Wall Walking continued

2009-03-19 Thread Russ Canfield
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