[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Applying textures to the world
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://ammahls.com Lead Programer NightFall This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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() ); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Applying textures to the world
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1224 (20050920) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Applying textures to the world
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1224 (20050920) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://ammahls.com Lead Programer NightFall This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Is it possible to have client-side Entity only?
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() ); } ___ 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
[hlcoders] MP SDK Thirdperson errors
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is it possible to have client-side Entity only?
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() ); } ___ 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] MP SDK Thirdperson errors
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is it possible to have client-side Entity only?
Hey, thanks, this is exactly what I was looking for too! -- http://ModHQ.notepadhax.com/ - Come get your Half-Life 2 news! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders