Re: [hlcoders] Valve: Any chance of hosting a Doxygen of the SDK to go with the VDC site?

2005-08-06 Thread Nick
I think Valve should do this, it shouldn't be too much of a problem
for them, and it would help the people who code mods a great deal.

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[hlcoders] Can you add glow shells to a model in hl2?

2005-08-06 Thread Nick
Is there a way to add the old HL1-style glow shell to a model? I've
searched around, and found nothing useful to do this in game with
coding ? There has to be a way?

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Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-06 Thread Jeffrey \botman\ Broome

Nick wrote:

Is there a way to add the old HL1-style glow shell to a model? I've
searched around, and found nothing useful to do this in game with
coding ? There has to be a way?


Shaders?

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Jeffrey botman Broome

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Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-06 Thread Nick
Is there any way to change shaders of a model within the game code?

On 8/6/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 Nick wrote:
  Is there a way to add the old HL1-style glow shell to a model? I've
  searched around, and found nothing useful to do this in game with
  coding ? There has to be a way?

 Shaders?

 --
 Jeffrey botman Broome

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Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-06 Thread Draco
so far it looks like you just swap it's material in the code, make a
copy of the original material and give it a nice shader effect in the
vmt


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Draco

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Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-06 Thread Spektre

You could also do it the cool way, and do it with a full screen shader,
where it puts a guassian blur and then a multiply blend, so it glows.
They did a little something like this for Tron 2.0. There's a good
article on it over at gamasutra, search for Tron 2.0 and glow.

Draco wrote:


so far it looks like you just swap it's material in the code, make a
copy of the original material and give it a nice shader effect in the
vmt


--
Draco

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Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-06 Thread Jeff Fearn
Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting
edge ;) And I still can not get the debugger to catch seg faults :(

I can set break points and if they are set before a crash then it will
stop and get in to the debugger ok, however if the crash is before the
break point then the server will just crash and exit.

Just to recap...

Halflife 1 mod, VS .NET 2003, can set and catch break points, seg
faults don't get caught by debugger, Windows XP.

Commmand line args: -steam -allowdebug -game wizardwars

Not sure  -allowdebug is required for HL1 mods, but tried it anyway :)

SteamApp.cfg:
SteamAppId=70
SteamAppVersionId=0
SteamInstallPath=D:\Steam
[EMAIL PROTECTED]
BinaryLogEnable = disable

Steam.dll  msvcr70.dll in half-life directory

Jeff

On 5/15/05, Jeff Fearn [EMAIL PROTECTED] wrote:
 On 5/15/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
  Just download the dlls'
 
  You can find them in the zhlt package -
  http://downloads.ammahks.com/zhlt/zhlt321.zip (place
  them in the system32 folder)
 
  I dont know why its asking for them, mayb vs6
  downloaded a service pack in the background

 I should have mentioned, I did d/l this dll and put it in the steam
 directory, which removes the message, however VC++ will still not
 debug the crash, steam just exits :(

 Jeff


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