RE: [hlcoders] Hitboxes

2002-05-05 Thread Martin Webrant

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


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RE: [hlcoders] Hitboxes

2002-05-05 Thread Philip (Fiber)

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


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Re: Wrong Weapons? (was [hlcoders] Wierdest thing ever....)

2002-05-05 Thread Iain Farrell

  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




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[hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread Frazee

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[ 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?
--

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Re: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread botman

 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

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Re: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread Sebastian Steinlechner

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


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[hlcoders] deleting animation

2002-05-05 Thread MiK

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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)
--

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RE: [hlcoders] deleting animation

2002-05-05 Thread Mazor

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)
--

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Re: Wrong Weapons? (was [hlcoders] Wierdest thing ever....)

2002-05-05 Thread Iain Farrell

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.




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RE: [hlcoders] deleting animation

2002-05-05 Thread David Flor

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)
--

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