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
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
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
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
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
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
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
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
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
-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.
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();
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
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:
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.
--
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
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
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
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
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