Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Minh
Lots of games still use view models. CoD4, Gears of War, Medal of Honour Airborne., Battlefield series, FarCry2, etc.. The only game that I recall that doesn't use view models is OP Flashpoint. The huge advantage of using view models is that it allows the animator total freedom to use whatever bo

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Yeah but the only thing we learned from Doom 3 was Doom 3 Syndrome. On Mon, Oct 5, 2009 at 9:26 PM, Ryan Sheffer wrote: > It only looks bad if you stick with the Valve formula, make third person > models look like crap. You would have to

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
It only looks bad if you stick with the Valve formula, make third person models look like crap. You would have to redo the third person anims but if you can pull it off, from the players view, things would look more fluid and realistic since the gun it moving like it should with the animation that

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer wrote: > Consider totally ridding the game of the view models and just positioning > the camera where you can see the world model. Its

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
Consider totally ridding the game of the view models and just positioning the camera where you can see the world model. Its 100% possible, but will take some time to pull off. On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires wrote: > Having them as seperate models makes it even more of a pain > > O

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Rodrigo 'r2d2rigo' Diaz
CG toolkit won't get you account banned. Spirit of Half-Life used them extensively. It's like SvenCoop using FMOD. A dependant DLL, not a replacement for one of the engine's. 2009/10/6 Trevor 'Drak' > The way he/she is accomplishing that is exactly how I am. They use the CG > toolkit - but bec

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Trevor 'Drak'
The way he/she is accomplishing that is exactly how I am. They use the CG toolkit - but because of the date of the article it may have been for WON HL. So I'm not sure if VAC was taken into account. (The OpenGL libraries are not being edited - just included from the CG toolkit.)

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Clayton Barton
Here is that old VERC article which goes through getting bump maps into Half-Life. http://www.twhl.co.za/articulator.php?art=174 _ Need a place to rent, buy or share? Let us find your next place

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
Having them as seperate models makes it even more of a pain On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison wrote: > I want to save animating till later to be honest. And I'd prefer to > have all the attachments as seperate models and attach them when need > be. I don't want players to be removing

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Saul Rennison
I want to save animating till later to be honest. And I'd prefer to have all the attachments as seperate models and attach them when need be. I don't want players to be removing / attaching on the fly; a bit like CoD4 attachments. All I want is code / concepts of how I would spawn this model

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
Its best to just have the scope as a model group mentioned above. If you want the players hand to put the scope on, making the scopes verts part of bone and parent that bone to the hand during the animation and once attached unparent in the animation. Then just have the scope model group stay on un

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Can you modify the weapons? Why not add a bodygroup for the scope? On Mon, Oct 5, 2009 at 2:11 PM, Saul Rennison wrote: > Hey hlcoders, > > I'm wondering how I'd go about adding normal static props (i.e. a small > scope) to an existing weapon. I've tried bone merging the viewmodel to a > static p

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
You could try using bodygroups on the weapon and view model On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison wrote: > Hey hlcoders, > > I'm wondering how I'd go about adding normal static props (i.e. a small > scope) to an existing weapon. I've tried bone merging the viewmodel to a > static prop I

[hlcoders] Dynamic weapon attachments

2009-10-05 Thread Saul Rennison
Hey hlcoders, I'm wondering how I'd go about adding normal static props (i.e. a small scope) to an existing weapon. I've tried bone merging the viewmodel to a static prop I created to no avail, albeit I'm not sure I'm doing it correctly. I'm basically requesting: - How would I go about spawnin

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Tobias Kammersgaard
http://web.archive.org/web/20070204162935/http://collective.valve-erc.com/index.php?doc=1091469531-97736200 ;-) /ScarT 2009/10/5 Doeke Wartena > there was also a way of getting bump ma

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Doeke Wartena
there was also a way of getting bump maps in hl1, i tried to find it back but i wasn't able to find it anymore. this was the link but verc is dead :( http://collective.valve-erc.com/index.php?doc=1091469531-97736200 here is a screen, dunno if it was the final result: http://farm3.static.flickr.c

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Tom Edwards
Paranoia did something along those lines. GoldSrc has detail textures, which are kind of like bump mapping. I'd either stick to those or switch to Source. Spencer 'voogru' MacDonald wrote: > Isn't there some other mod that changed out the OpenGL binary triggering VAC > bans? > > -Original Me

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Spencer 'voogru' MacDonald
Isn't there some other mod that changed out the OpenGL binary triggering VAC bans? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor 'Drak' Sent: Monday, October 05, 2009 4:07 PM To: Discussion of Half-Life

[hlcoders] Bump mapping in HL1

2009-10-05 Thread Trevor 'Drak'
I'm trying to add bump mapping in the goldsrc engine. And I just about got it. I use the CG toolkit and standard OpenGL libraries and place them in the root of the half-life folder. Will this piss off VAC? What exactly do I have todo to trigger VAC - I'm doing a lot with the renderer. ___