[hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I know how to set up the detail prop textures thats the easy part. Its just that the function itself is never present. i actually found a tutorial on doing it here

RE: [hlcoders] CompatibilityAttenuation

2007-08-24 Thread Jay Stelly
As I recall that's a feature we did for porting mods from goldsource (HL1 engine). We changed the sound attenuation response curve in source and that reverts those changes for a particular sound. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

[hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I managed to do the tutorial I mentioned in my last post, but now when i compile a map there are no detail shapes or any sprites on that material. The compiler does not complain about missing materials for the sprites..it says nothing..

RE: [hlcoders] Re: Re: how to enable swaying grass in a mod?

2007-08-24 Thread Mike Durand
You should define USE_DETAIL_SHAPES in the .vcproj of the client project. Or you could simply define it at the top of src\cl_dll\detailobjectsystem.cpp, which is the only place it is used. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam

[hlcoders] AdminMod

2007-08-24 Thread John Sheu
I realize that this is possibly wildly off-topic, and most probably obvious/common knowledge to most people here, but... ... Alfred Reynolds... now at Valve... the guy who wrote/co-wrote AdminMod? -John Sheu ___ To unsubscribe, edit your list

Re: [hlcoders] AdminMod

2007-08-24 Thread Minh
-- [ Picked text/plain from multipart/alternative ] yea, that's him. Does he owe you money or something? :) - Original Message - From: John Sheu [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, August 24, 2007 10:45 PM Subject: [hlcoders] AdminMod I realize that this