[hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Joshua Alejandro Jacobo
We are currently looking to use SpeedtreeRT to generate real-time trees in our mod, as well as larger project down the line, but we are trying to determine if it is possible to integrate the code into the SDK, the people at IDV not offering as much documentation as we would like (except for an

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tom Edwards
I can't answer your question, but I would like to ask how you kept all this so quiet! A new commercial Source game and a professionally-made mod should be all over the headlines, yet this is the first time I've heard of Valhallon? Joshua Alejandro Jacobo wrote: We are currently looking to use

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
Joshua, I'm also very interested in this. I'm working on a forest visualization project at Oregon State University, and had considered SpeedtreeRT as well. I have a hunch where you would integrate it, or how. Take a look at DetailObjectSystem.cpp - which handles the detail stuff (fading out

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] A bit OT: But did you advertise this mod on hl2world, because I remember seeing something like this and being amazed. On 8/9/05, Tim Holt [EMAIL PROTECTED] wrote: Joshua, I'm also very interested in this. I'm working on a forest visualization

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
I've got some pictures online at http://oregonstate.edu/~holtt/forestry/ that show some of what I've got going now with trees. That's terrain around Tillamook in Oregon - extremely steep and forested stuff. 16000x16000 displacement mesh ground covering approximately 1.28km x 1.28km. Player is