Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
project @ SDA (speeddemosarchive.com) and we have some questions about the
HL engine.
We would like to achieve a frame-by-frame (frame advancing when you press a
Try using the convars host_framerate and pause.
2009/9/21 Olivér Horváth ol...@cubeclub.hu
Hello everybody, my nickname is MESHUGGAH, a speedrun fan.
We have a (currently in hold) Half-life 1 TAS [tool assisted] speedrun
project @ SDA (speeddemosarchive.com) and we have some questions about
Wow thanks for the fast response.
Well, I already tried every cvar, but none of them makes the gameplay
frame-by-frame. using the host_framerate or pause; wait; pause method won't
interrupt the server-client communcation. So this is basicly only a visual
frame advancing, and we would need real
The release of the Heavy model sources (which is excellent BTW) has
confirmed that Valve's modellers now use Maya, and revealed the
quasi-binary DMX format as the successor to SMD.
What does this mean for XSI support, particularly the Mod Tool? Its
exporter has needed updating for a long
Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may
be something similar still available.
On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote:
The release of the Heavy model sources (which is excellent BTW) has
confirmed that Valve's modellers
I would be very surprised if the compiler doesn't still support SMD
for legacy reasons.
Suppose I better brace myself for the inevitable flood of emails
asking me when I'll add DMX support to my plug-ins...
- Jed
2009/9/21 Andrew Ritchie gotta...@gmail.com:
Unreal Tournament 2003 shipped with
does anyone know what advantages the .dmx format has over smd?
Jed wrote:
I would be very surprised if the compiler doesn't still support SMD
for legacy reasons.
Suppose I better brace myself for the inevitable flood of emails
asking me when I'll add DMX support to my plug-ins...
- Jed
Everybody should just use COLLADA...
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema
:)
On 9/21/2009 8:40 AM, Minh wrote:
does anyone know what advantages the .dmx format has over smd?
Jed wrote:
I would be very surprised if the compiler doesn't still
I concur.
I've been pushing the idea with Tony and Mike for at least 18 months. :)
- Jed
2009/9/21 botman botman.hlcod...@gmail.com:
Everybody should just use COLLADA...
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema
:)
On 9/21/2009 8:40 AM, Minh
Good site. I liked the very quick tutorial on how to make prop using
blender and smd exporter::
http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote:
The release of the Heavy model sources (which is
Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like
DMX :D
Thanks,
- Saul.
2009/9/21 Nick xnicho...@gmail.com
Good site. I liked the very quick tutorial on how to make prop using
blender and smd exporter::
Isn't there a command called *singlestep*? If so, then do:
bind *key* next 1
singlestep
Then press *key* to advance a frame :)
Thanks,
- Saul.
2009/9/21 Olivér Horváth ol...@cubeclub.hu
Wow thanks for the fast response.
Well, I already tried every cvar, but none of them makes the gameplay
Having looked at the DMX and the associated SMD files I can't
immediately see what it offers apart from maybe a tighter file format
(and all the lovely information about Burke at Valve and his Windows
XP service packs and choice of nVidia graphic card circa 2007). At
first glance I thought it was
I tried it in HL 1.1.2.1 and 1.1.0.8 but none of them recognize these
commands while I'm playing the single player. [unknown command].
2009/9/21 Saul Rennison saul.renni...@gmail.com
Isn't there a command called *singlestep*? If so, then do:
bind *key* next 1
singlestep
Then press *key* to
Well... One specific difference that it has: Pop open the Heavy's DMX file
for his Morphs. Instead of a quasi-binary file format, there's actual
strings and words.
With my (admittedly limited knowledge) leads me to believe that they set the
Flex's up in Maya with some tool in Maya, and then
This is exactly what I was worried about. There's several new flex
animation features in those files, chiefly wrinklemaps and tongues, that
(AFAIK) can't be achieved with SMD.
Matt Hoffman wrote:
Well... One specific difference that it has: Pop open the Heavy's DMX file
for his Morphs.
And some of us who strive for quality work and animation are continuously
locked out. Even now that we FINALLY (Months late) have a model source, we
still can't do much with it. Neither of us (Me and Mystfit who did this:
http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly
Wouldn't your time and energy be better spent on an open game engine?
or some program that provides actual value besides entertainment ? If
you need ideas, msg me.
On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
And some of us who strive for quality work and
Thanks. I already map, model, and animate. Source is my toolset.
I've debated another engine such as UT3 but there's just not the content for
it... Plus I don't like how little content is available.
And source on-the-hole is open, no? Unless you mean open as in another way?
And not only does
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