Re: [hlcoders] Vector Math Wallwalking problem

2008-10-07 Thread Mitchel Bailey
Hey, thanks for your response. I have tried implementing the mouse movement change so that all movement when on the wall is from the right reference. I am having problems with Yaw'ing the mouse though, I am not sure how to actually adjust the yaw value properly because it 'rolls' (when you are

Re: [hlcoders] Vector Math Wallwalking problem

2008-10-07 Thread Maarten De Meyer
Yup, that's why I changed the input reference. I'll mail you the relevant parts of my code tonight when I get access. -- Maarten Hey, thanks for your response. I have tried implementing the mouse movement change so that all movement when on the wall is from the right reference. I am having

Re: [hlcoders] Cloth and Liquids

2008-10-07 Thread red box
There's currently a discussion over on the Steam forums about using Physx for cloth physics. Here's the entire thread: http://forums.steampowered.com/forums/showthread.php?t=732486 I already seen it, but thank you. Another question: in vphysics_interface.h I find class

Re: [hlcoders] Cloth and Liquids

2008-10-07 Thread Jay Stelly
IPhysicsFluidController is used to control the simulation of objects within a fluid. It does not simulate the fluid itself. So this is the code that implements the floating behavior of objects and other fluid effects. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

[hlcoders] Decals and Viewmodels

2008-10-07 Thread Christopher Harris
Hey, I have been using some decaling on Viewmodels to do some effects. Though I have an issue that the normal offset from the surface of the model is too great when decaling a viewmodel. Because a viewmodel is rendered so up close you can see where the decal is floating above the model very

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Well, if you apply it to unmodified source, it'll work. I tested it thouroughly, and luke got it working. Your problems are probably caused by something else you did. Also of note; if you're not using the hl2 view models, or your view models don't have the appropriate events, it won't work

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
-Edit: Hit space on accident, gmail sent the (uncomplete) message, sorry. Now following http://developer.valvesoftware.com/wiki/Third_Person_Camera, will send an email back when I finish. On Tue, Oct 7, 2008 at 7:53 PM, Matt Hoffman [EMAIL PROTECTED]wrote: I am using the HL2 view models.

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Orange box already HAS third person. That tutorial is old old old. All you have to do is comment out three lines: // If cheats have been disabled, pull us back out of third-person view. if ( sv_cheats !sv_cheats-GetBool() ) { CAM_ToFirstPerson();

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
God I hate ignorance on my own part. The wiki needs to be changed to specify things like Outdated for Orangebox HL2MP. Now that I've established this fact, let me revert the changes I've done from this tutorial and then check the third person. A side question: Can we use TF2 Shaders in our OB

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Yeah, there isn't anything 'special' exactly for tf2; just VertexLitGeneric etc. It just depends on how you setup the parameters in the VMT, as the changes for tf2 are engine-wide. (everything running the orange box engine uses the same base shaders) -Tony -Original Message- From:

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Jorge Rodriguez
Most of the cool shaders on the character models that you probably want to use are already available through the material properties of whatever material you skin your player model with. The neat looking shadows are done with $lightwarptexture and the rim lighting with $rimlight and so on. --

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
That answered my question, thanks. I'm trying to go for a Cartooney-robot world feel, and TF2 is the perfect example of cartooney, while still being (semi) realistic. On Tue, Oct 7, 2008 at 8:20 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote: Most of the cool shaders on the character models that

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
I have now applied Tony's code, on HL2MP Orangebox code. I've rolled back all my thirdperson camera changes, so it's using the engine's third person. I still have three muzzleflashes showing up. One on the gun. One off the players back. One below the gun And everynow and then one massivly

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Michael Chang
You're not alone Matt I thought I've fixed this issue with prediction and third-person but unfortunately there are still plenty of problems. I think I've tried just about every single proposed solution by Tony, Yahn, and everything everyone mentioned on VERC and Steamforums. I guess we'll just

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
Yay not alone. I just realized I never thanked anyone, so thanks all. :) Anyways, it looks like it's rendereing multiple muzzleflashes. I don't have my code with me at this time, but what if you searched through the code for whatever we were using to call the muzzleflash, and see how many results