[hlcoders] Server not getting listed

2008-08-26 Thread Cybernavy - Tom
Hi, We've encountered a problem with our TF2 server ( steam://connect/89.106.241.45:27115 89.106.241.45:27115) not getting listed on the master server list. No firewall and a pretty standard TF2 install with SourceMod. Our CS1.6 and CSS running on the same machine are listed without

Re: [hlcoders] Server not getting listed

2008-08-26 Thread Yorg Kuijs
you could try a map change, then check again but likely you have other problems. also be sure to check the custom tab list as well ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] grenade code

2008-08-26 Thread Yorg Kuijs
updating this found where I could probably do what I wanna do, but inexperienced as I am and without examples I have no idea how to do it let's take a look if( m_fDrawbackFinished ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (pOwner) {

Re: [hlcoders] height2ssbump

2008-08-26 Thread Tobias Kammersgaard
It's actually pretty simple, unless you're talking about some sort of special blend texture I haven't heard about yet. This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything more or less explains itself (just ask if it doesn't ;)) WorldVertexTransition { $basetexture

Re: [hlcoders] Server not getting listed

2008-08-26 Thread Jarno Veuger
I suppose this mailing list is for HL coding and stuff... not for how to fix my TF2 server or whatever. (or I can be wrong and I don't fully understand why we got the mailing list) ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Server not getting listed

2008-08-26 Thread Cybernavy - Tom
Custom tab list is gone since last update .. no? Servers are running 24/7 on dedicated machine in datacentre with 100Mb uplinks. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Yorg Kuijs Verzonden: dinsdag 26 augustus 2008 15:47 Aan: Discussion of

Re: [hlcoders] Server not getting listed

2008-08-26 Thread Cybernavy - Tom
Your right ... wrong mailing list. Sorry. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jarno Veuger Verzonden: dinsdag 26 augustus 2008 16:34 Aan: Discussion of Half-Life Programming Onderwerp: Re: [hlcoders] Server not getting listed I suppose this

Re: [hlcoders] Decompiling Orangebox Models

2008-08-26 Thread Jonas 'Sortie' Termansen
You want to change a path in a .mdl? You don't have to decompile the model in order to do that, you just hex it with a program like XVI ( http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm ) Read a tutorial on hexing or figure it out yourself. - Original Message - From:

Re: [hlcoders] Decompiling Orangebox Models

2008-08-26 Thread Kyle K
True, studiohdr_t.name would be easy, fixed length so anything within 64 bytes is fine. but if he's looking to change material paths to ones of different length he'll have to edit some indexes to comply with the changes and update studiohdr_t.length to match the new size of the file. I'll have

Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
I meant the actual texture that determines which texture will show over another texture. Like in Day of Defeat: Source (materials/ground/snowgrassblendtexture.vtf) or Episode Two (materials/nature/webblendtexture.vtf) Tobias Kammersgaard wrote: It's actually pretty simple, unless you're

Re: [hlcoders] height2ssbump

2008-08-26 Thread Tony omega Sergi
That's done with the alpha painting tool on the displacements, in hammer. -Tony On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen [EMAIL PROTECTED]wrote: I meant the actual texture that determines which texture will show over another texture. Like in Day of Defeat: Source

Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
Ok people are obviously not understanding what I'm saying..I mean actually making the blend textures (Like the examples I gave in my last email...), I know how to apply a blend material. Tony omega Sergi wrote: That's done with the alpha painting tool on the displacements, in hammer. -Tony

Re: [hlcoders] height2ssbump

2008-08-26 Thread Kevin Ottalini
Jake, Try this or one of the associated links: http://developer.valvesoftware.com/wiki/WorldVertexTransition The individual textures themselves are normal textures with pretty much all the normal attributes - all three textures probably need to be the same size. The %tooltexture is the

Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
I want to cry because Kevin is the only person so far that has understood what I'm saying. I said Blend Texture people not Blend Material. But yeah thanks for your help so far. Kevin Ottalini wrote: Jake, Try this or one of the associated links:

Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
To make it really clear, you use it with... $blendmodulatetexture Jake Breen wrote: I want to cry because Kevin is the only person so far that has understood what I'm saying. I said Blend Texture people not Blend Material. But yeah thanks for your help so far. Kevin Ottalini wrote:

Re: [hlcoders] height2ssbump

2008-08-26 Thread Kevin Ottalini
http://forums.tf2maps.net/showthread.php?p=21168 According to that post, Source/ TF2 doesn't like ssbump on blended displacement textures. He says that all of the working textures used a normal map. Looking in the TF2 materials list, I see however that ssbump is used for the $bumpmap:

Re: [hlcoders] height2ssbump

2008-08-26 Thread Jake Breen
Wee that was actually another question. On how to make a blend modulate texture. But hmm.. Kevin Ottalini wrote: http://forums.tf2maps.net/showthread.php?p=21168 According to that post, Source/ TF2 doesn't like ssbump on blended displacement textures. He says that all of the working