[hlcoders] Applying textures to the world

2005-09-20 Thread Imperio59

Yea, the title makes it sound like i need to use a decal, but it's a bit
more complicated than that:
I want to show a texture applied to the world geometry, and have it move
around, and fit the terrain geometry and such...
I looked at the decal functions, but I'm thinking it might be too costly
to use that to apply a decal and delete it every frame (to move it's
position)...

It's basically like in World of Warcraft (if you've played it) where
area effects for the mage get a circle on the ground to show where the
spell will hit...
Any ideas besides decals?


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Re: [hlcoders] Applying textures to the world

2005-09-20 Thread Adam \amckern\ Mckern
Have a look at Eclipse - it might be what your after

--- Imperio59 [EMAIL PROTECTED] wrote:

 Yea, the title makes it sound like i need to use a
 decal, but it's a bit
 more complicated than that:
 I want to show a texture applied to the world
 geometry, and have it move
 around, and fit the terrain geometry and such...
 I looked at the decal functions, but I'm thinking it
 might be too costly
 to use that to apply a decal and delete it every
 frame (to move it's
 position)...

 It's basically like in World of Warcraft (if you've
 played it) where
 area effects for the mage get a circle on the ground
 to show where the
 spell will hit...
 Any ideas besides decals?


 --
 No virus found in this outgoing message.
 Checked by AVG Anti-Virus.
 Version: 7.0.344 / Virus Database: 267.11.3/106 -
 Release Date: 19/09/2005



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[hlcoders] Is it possible to have client-side Entity only?

2005-09-20 Thread Marcus Matèrn

Is it possible to have an entity only on the client side without
the server knowing about it? Or do I have to do something like:

IMPLEMENT_CLIENTCLASS_DT(C_Crosshair, DT_Crosshair, CCrosshair)

and have a responding class (CCrosshair) at server side?

I've tried setting it up using this following code but it will not draw.
Do I have to implement my own DrawModel( int flags ) ?

The crosshair should be a entity with x,y,z. Not a 2D HUD object.

Thanks in advance!



class C_Crosshair : public C_BaseAnimating
{
  DECLARE_CLASS( C_Crosshair, C_BaseAnimating );
...
}


void C_Crosshair::Init( void )
{
  // Precache();

  InitializeAsClientEntity( ENTITY_MODEL,  ENDER_GROUP_OPAQUE_ENTITY );

}

void C_Crosshair::SpawnClientEntity( void )
{
  SetMoveType( MOVETYPE_NONE );
  SetSolid( SOLID_BBOX );
}


void C_Crosshair::Precache( void )
{
   PrecacheModel( ENTITY_MODEL );
}


static void CreateCrosshairCallback( void )
{
  C_Crosshair *pCrosshair = new C_Crosshair;
  pCrosshair-Init();
...
  pCrosshair-SetLocalOrigin( pPlayer-GetAbsOrigin() );

}




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RE: [hlcoders] Applying textures to the world

2005-09-20 Thread Tony \omega\ Sergi
Do it like the flashlight.

A projected texture.


-Original Message-
From: Imperio59 [mailto:[EMAIL PROTECTED]
Sent: September 20, 2005 10:03 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Applying textures to the world

Yea, the title makes it sound like i need to use a decal, but it's a bit
more complicated than that:
I want to show a texture applied to the world geometry, and have it move
around, and fit the terrain geometry and such...
I looked at the decal functions, but I'm thinking it might be too costly
to use that to apply a decal and delete it every frame (to move it's
position)...

It's basically like in World of Warcraft (if you've played it) where
area effects for the mage get a circle on the ground to show where the
spell will hit...
Any ideas besides decals?


--
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Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.11.3/106 - Release Date: 19/09/2005



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RE: [hlcoders] Applying textures to the world

2005-09-20 Thread Adam \amckern\ Mckern
I dont know if Stuffie uses this, but he has made beer
can's projection spell part of the model (well his
warm up) - www.stuffteam.co.uk if u want to talk more
about this to him in person

--- Tony \omega\ Sergi
[EMAIL PROTECTED] wrote:

 Do it like the flashlight.

 A projected texture.


 -Original Message-
 From: Imperio59 [mailto:[EMAIL PROTECTED]
 Sent: September 20, 2005 10:03 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Applying textures to the world

 Yea, the title makes it sound like i need to use a
 decal, but it's a bit
 more complicated than that:
 I want to show a texture applied to the world
 geometry, and have it move
 around, and fit the terrain geometry and such...
 I looked at the decal functions, but I'm thinking it
 might be too costly
 to use that to apply a decal and delete it every
 frame (to move it's
 position)...

 It's basically like in World of Warcraft (if you've
 played it) where
 area effects for the mage get a circle on the ground
 to show where the
 spell will hit...
 Any ideas besides decals?


 --
 No virus found in this outgoing message.
 Checked by AVG Anti-Virus.
 Version: 7.0.344 / Virus Database: 267.11.3/106 -
 Release Date: 19/09/2005



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 please visit:

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 __

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that use my email address.
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email, and not respond in any way to it.



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RE: [hlcoders] Is it possible to have client-side Entity only?

2005-09-20 Thread Adrian Finol
There are a few examples of client-side only entities in the SDK.

Check c_gib.cpp for C_Gib or c_baseanimating for C_ClientRagdoll.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcus Matèrn
Sent: Tuesday, September 20, 2005 9:14 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Is it possible to have client-side Entity only?

Is it possible to have an entity only on the client side without the server 
knowing about it? Or do I have to do something like:

IMPLEMENT_CLIENTCLASS_DT(C_Crosshair, DT_Crosshair, CCrosshair)

and have a responding class (CCrosshair) at server side?

I've tried setting it up using this following code but it will not draw.
Do I have to implement my own DrawModel( int flags ) ?

The crosshair should be a entity with x,y,z. Not a 2D HUD object.

Thanks in advance!



class C_Crosshair : public C_BaseAnimating {
   DECLARE_CLASS( C_Crosshair, C_BaseAnimating ); ...
}


void C_Crosshair::Init( void )
{
   // Precache();

   InitializeAsClientEntity( ENTITY_MODEL,  ENDER_GROUP_OPAQUE_ENTITY );

}

void C_Crosshair::SpawnClientEntity( void ) {
   SetMoveType( MOVETYPE_NONE );
   SetSolid( SOLID_BBOX );
}


void C_Crosshair::Precache( void )
{
PrecacheModel( ENTITY_MODEL );
}


static void CreateCrosshairCallback( void ) {
   C_Crosshair *pCrosshair = new C_Crosshair;
   pCrosshair-Init();
...
   pCrosshair-SetLocalOrigin( pPlayer-GetAbsOrigin() );

}




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[hlcoders] MP SDK Thirdperson errors

2005-09-20 Thread DigiChaos
--
[ Picked text/plain from multipart/alternative ]
I am having some serious issues with thirdperson view with the MP SDK.

Basically I did the following:
- Created a new MP SDK MOD using the mod creation wizard
- Fixed the BotPutInServer linker errors (
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#BotPutInServer_linker_failures
)
- Uncommented the commented out line which disallows thirdperson view in the
multiplayer.

When I do so and look at the player in the thirdperson it looks like the
player is in the Jesus pose. There are no animations at all... he just
slides across the map like he is on ice.

Thirdperson looks to be a huge issue with the MP SDK, but it works perfectly
in the SP SDK. Is anyone looking into this?
http://www.chatbear.com/board.plm?a=viewthreadt=826,1113377026,18039id=835790b=4991v=flatold
--

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Re: [hlcoders] Is it possible to have client-side Entity only?

2005-09-20 Thread Marcus Matèrn

Thanks, you've made my day !
C_Gib was a perfect example. Can't understand how I missed it.


Adrian Finol wrote:


There are a few examples of client-side only entities in the SDK.

Check c_gib.cpp for C_Gib or c_baseanimating for C_ClientRagdoll.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcus Matèrn
Sent: Tuesday, September 20, 2005 9:14 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Is it possible to have client-side Entity only?

Is it possible to have an entity only on the client side without the server 
knowing about it? Or do I have to do something like:

IMPLEMENT_CLIENTCLASS_DT(C_Crosshair, DT_Crosshair, CCrosshair)

and have a responding class (CCrosshair) at server side?

I've tried setting it up using this following code but it will not draw.
Do I have to implement my own DrawModel( int flags ) ?

The crosshair should be a entity with x,y,z. Not a 2D HUD object.

Thanks in advance!



class C_Crosshair : public C_BaseAnimating {
  DECLARE_CLASS( C_Crosshair, C_BaseAnimating ); ...
}


void C_Crosshair::Init( void )
{
  // Precache();

  InitializeAsClientEntity( ENTITY_MODEL,  ENDER_GROUP_OPAQUE_ENTITY );

}

void C_Crosshair::SpawnClientEntity( void ) {
  SetMoveType( MOVETYPE_NONE );
  SetSolid( SOLID_BBOX );
}


void C_Crosshair::Precache( void )
{
   PrecacheModel( ENTITY_MODEL );
}


static void CreateCrosshairCallback( void ) {
  C_Crosshair *pCrosshair = new C_Crosshair;
  pCrosshair-Init();
...
  pCrosshair-SetLocalOrigin( pPlayer-GetAbsOrigin() );

}




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Re: [hlcoders] MP SDK Thirdperson errors

2005-09-20 Thread Draco
--
[ Picked text/plain from multipart/alternative ]
Check the console(in debug mode I think) and see if there is any errors
about animations not being found, if so, you are playing the wrong
animations in the code and you have to change them. This happened to me once
when I recompiled a HL1DM gman player model and used him in the blank sdk.

--
Draco
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Re: [hlcoders] Is it possible to have client-side Entity only?

2005-09-20 Thread Alexander Galerakis

Hey, thanks, this is exactly what I was looking for too!


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