[hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Rodrigo 'r2d2rigo' Diaz
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
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

[hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Tom Edwards
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Andrew Ritchie
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Minh
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread botman
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Nick
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Saul Rennison
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::

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Saul Rennison
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Jed
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

Re: [hlcoders] Half-Life 1 frame-by-frame gameplay?

2009-09-21 Thread Olivér Horváth
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Tom Edwards
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.

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Nick
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
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