RE: [hlcoders] Hitboxes
Hehe, well - since I dont use any special magic in the SDK I thought I'd just keep it simple and ask if anyone else noticed and fixed the problem ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Philip (Fiber) Sent: den 4 maj 2002 13:08 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Hitboxes You make it sound so easy! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' Lindgren Sent: Saturday, May 04, 2002 10:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hitboxes yes, just code a fix - Original Message - From: Martin Webrant [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 04, 2002 12:12 PM Subject: [hlcoders] Hitboxes Are there any fix to the regular SDK code regarding hitboxes? Thats what most of my users complain about... Regards Martin 'BulliT' Webrant ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Hitboxes
Well, if my memory serves me (sometimes it becomes a lazy slob) the hitboxes are automatically generated when the .mdl is compiled through the bones, however, you can also set up your own hitboxes in the qc file. The file Modelling for Half-Life (or something to that effect) has more information on this. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Martin Webrant Sent: Sunday, May 05, 2002 9:49 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Hitboxes Hehe, well - since I dont use any special magic in the SDK I thought I'd just keep it simple and ask if anyone else noticed and fixed the problem ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Philip (Fiber) Sent: den 4 maj 2002 13:08 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Hitboxes You make it sound so easy! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Oskar 'Zoot' Lindgren Sent: Saturday, May 04, 2002 10:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hitboxes yes, just code a fix - Original Message - From: Martin Webrant [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, May 04, 2002 12:12 PM Subject: [hlcoders] Hitboxes Are there any fix to the regular SDK code regarding hitboxes? Thats what most of my users complain about... Regards Martin 'BulliT' Webrant ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Wrong Weapons? (was [hlcoders] Wierdest thing ever....)
http://home.attbi.com/~inbeastic/images/airplane2.jpg Ok, this may just be me, but why is he holding an MP5A5 (with what looks like an underslung M203) when the hud icon shows an MP5K? (sorry..I'm a slight gun nut...) If you look really closely, it is the MP5K (as shown on the HUD) but it is very dark and hard to see it on the model. not really... 1. it has no foregrip 2. the muzzle's all wrong 3. the stock very much appears to be the extendable one of the A5 (the K has no stock) 4. It LOOKs like an underslung M203 (making it a Jericho - as seen in End of Days, IIRC) for a comparison http://www3.wargameclub.com/WGC_Shop/images/mp5a5.jpg http://www3.wargameclub.com/WGC_Shop/images/mp5k.jpg of course, if you have a better image, I'll be happy to apologise CaptFarrell ICQ : available on request That's it - screw CNN, from now on - I'm going to rely on Porn sites, for news -=[Clawz]=- in alt.games.half-life HL Mod Site : http://www.tfhl.net AGHL Geek Code: 78 M D T+ C- A+ Ca H+ K P S+ B Po* RGB+ I++ L3++ Sp- ICQ --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.350 / Virus Database: 196 - Release Date: 17/04/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Semi-transparent TGAs in VGUI?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to write an inventory with a semi transparent image in the background that shows the black for completely transparent. So far, though, I have been unsuccessful (with the background). The idea is to make it blend in with the rest of the semi-transparent hud. How do I do that? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Semi-transparent TGAs in VGUI?
I am trying to write an inventory with a semi transparent image in the background that shows the black for completely transparent. So far, though, I have been unsuccessful (with the background). The idea is to make it blend in with the rest of the semi-transparent hud. How do I do that? A common graphic technique for overlaying one image on top of another is to create a mask of the bottom image. The mask will be black in places where the lower image is anything but black. The mask is usually a few pixels wider than the non-black parts of the lower image. Draw the mask (to blacken areas where you will drawing something on top of it), draw the second layer, then to remove the second layer, redraw the entire lower image (not just the part that got masked out). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Semi-transparent TGAs in VGUI?
In Photoshop, you have to create a new channel. This will then be the alpha channel. Just paint into it in grayscale. White will be completely opaque, black completely transparent. Works fine for me. But it seems like HL scales the images down to 256 colors before displaying them, just like sprites can only have 256 colors. If it could allow for 16 bit colors, that would help a lot. Oh well... I don't know the name for the TGA format, but in my graphics software, I just create a mask using the background and save it in 24 bit format (I think it then becomes 32 bit because of the mask?) and it works properly. I use Corel Photopaint though which isn't very popular and you may have to do it differently in Photoshop. It is not like sprites though where the last colour in the palette is rendered transparent. Rob Prouse http://www.tourofdutymod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] deleting animation
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] hi i want to delete animations of player. i've deleted the lines of code that changes the pev-sequence to another value that 0, but it doesnt really work, the game return an error each time a move or i take damage. where can I fix this problem ? i search the code who send to client that an anim must be played (in gamestudiorenderer.cpp or a file like that i think) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] deleting animation
Wouldn't you want to edit the player model's QC file after you decompile it? You have to remove the sequence out of the QC script file so it doesn't get put into the model on compile. -Cale 'Mazor' Co-Leader/Programmer Nuke! Hodification http://nuke.valvepit.com [EMAIL PROTECTED] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of MiK Sent: Sunday, May 05, 2002 11:55 AM To: [EMAIL PROTECTED] Subject: [hlcoders] deleting animation This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] hi i want to delete animations of player. i've deleted the lines of code that changes the pev-sequence to another value that 0, but it doesnt really work, the game return an error each time a move or i take damage. where can I fix this problem ? i search the code who send to client that an anim must be played (in gamestudiorenderer.cpp or a file like that i think) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Wrong Weapons? (was [hlcoders] Wierdest thing ever....)
d'oh! so it is... it's not that I've not played HL before BS...it's just I've not played it recently... but, my case still stands...that's the wrong gun ;o) CaptFarrell ICQ : available on request That's it - screw CNN, from now on - I'm going to rely on Porn sites, for news -=[Clawz]=- in alt.games.half-life HL Mod Site : http://www.tfhl.net AGHL Geek Code: 78 M D T+ C- A+ Ca H+ K P S+ B Po* RGB+ I++ L3++ Sp- ICQ Uhhh it looks like you two never bought HL before Blue Shift. The mp5 that's being held is the model shipped with Half-Life, he just didn't get a new model yet. Since the HUD elements are new content then obviously they have the image for what the gun will eventually be. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.350 / Virus Database: 196 - Release Date: 17/04/2002 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] deleting animation
Huh? You want to delete animations?!? I believe most of the references to pev-sequence are done through a LookupSequence or LookupActivity function call, which means it looks for the ACT_... verb and not the index of the animation itself. Therefore, by modifying the .qc file and recompiling the model, you should be fine. Why would you want to delete animations anyway? It's not like they take up a whole lot of space anyway... You can simply not use them! Tnx Rgds... David Nighthawk Flor ( [EMAIL PROTECTED] ) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of MiK Sent: Sunday, May 05, 2002 12:55 PM To: [EMAIL PROTECTED] Subject: [hlcoders] deleting animation This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] hi i want to delete animations of player. i've deleted the lines of code that changes the pev-sequence to another value that 0, but it doesnt really work, the game return an error each time a move or i take damage. where can I fix this problem ? i search the code who send to client that an anim must be played (in gamestudiorenderer.cpp or a file like that i think) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders