[hlcoders] Moving a non-NPC model as an NPC

2009-01-21 Thread Steve Henderson
Does anyone know the best way to have a non-NPC, idle-sequence only model (e.g. a chair) follow a path in a map as if it were an NPC? I have some engine parts that I want to animate as part of a maintenance application we are making with Source. These are just sequences that show custom models

Re: [hlcoders] Moving a non-NPC model as an NPC

2009-01-21 Thread Matt Hoffman
Well you should have up to 25-30k triangles, before you have a problem. What if you make your entire reference (No matter the triangle count) and animated that. Then animate that as an idle or as your animate sequence. Then take the (weightmapped) reference mesh and export that in pieces, and

Re: [hlcoders] Moving a non-NPC model as an NPC

2009-01-21 Thread Ryan Sheffer
If you have multiple models all rigged up you could also bone merge them together. On Wed, Jan 21, 2009 at 12:56 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Well you should have up to 25-30k triangles, before you have a problem. What if you make your entire reference (No matter the

Re: [hlcoders] Linux server disconnects

2009-01-21 Thread Andrew Watkins
Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's

[hlcoders] Client-side only model entity that can be bone merged?

2009-01-21 Thread Jed
To my great dismay and embarrassment I can't seem to get this working... :( I want to make a client-side only model entity derived from C_BaseAnimating to attach/detach to models. It's purely the server side of the code doesn't need to know about it at all. I want to use the bonemerge method to

[hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Bagels
I've got a player entity viewed in the third person; for various inscrutable reasons, we need this player entity at a fixed orientation regardless of the camera position (but still keeping control enabled). What's the best way to go about this? Using SetAbsAngle() in the Think() method doesn't

Re: [hlcoders] Moving a non-NPC model as an NPC

2009-01-21 Thread Steve Henderson
Thanks Matt -- excellent suggestion. On Wed, Jan 21, 2009 at 3:56 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Well you should have up to 25-30k triangles, before you have a problem. What if you make your entire reference (No matter the triangle count) and animated that. Then animate

Re: [hlcoders] Moving a non-NPC model as an NPC

2009-01-21 Thread Steve Henderson
Thank you Ryan -- very good idea On Wed, Jan 21, 2009 at 5:33 PM, Ryan Sheffer darksk...@gmail.com wrote: If you have multiple models all rigged up you could also bone merge them together. On Wed, Jan 21, 2009 at 12:56 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Well you should have

Re: [hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Minh
Look for a function called OverrideMouseInput( float *x, float *y ) I use this function to nullify my mouse movement and it will solve your problem just fine. I think there's an example in the SDK on how to use it. It's really trivial to use. To negate mouse movement, I just go *x *= 0; *y *=

Re: [hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Chris Drouin
Ideally we'd like the players to be able to move the camera (third person) - wouldn't this nix that? ~~Chris Drouin On Jan 21, 2009, at 7:29 PM, Minh minh...@telus.net wrote: Look for a function called OverrideMouseInput( float *x, float *y ) I use this function to nullify my mouse

Re: [hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Minh
oops, yea, you're right .. this would f' that up. You can try looking into the functions CPrediction::SetupMove and CPlayerMove::SetUpMove They take the player's input cmd and process it into the player movement. Maybe you can find the part that modifies the player angles in there. You'll have

Re: [hlcoders] Client-side only model entity that can be bone merged?

2009-01-21 Thread Tobias Kammersgaard
Isn't the weapon world models something like this? /ScarT (hello Lasershock) 2009/1/22 Jed j...@wunderboy.org To my great dismay and embarrassment I can't seem to get this working... :( I want to make a client-side only model entity derived from C_BaseAnimating to attach/detach to models.

[hlcoders] MDL question

2009-01-21 Thread Minh
Got a question regarding studiomdl model info. If i click on the 'Model' tab in studiomdl, I get the following readout Total bones: 10 HW Bones: 1 My model has 10 'pseudo bones' that I'm using (they don't have any vertices attached to them). I'm just using them to help me define attachment

Re: [hlcoders] MDL question

2009-01-21 Thread Kyle K
Well the bones take more physical space (mstudiobone_t is bigger than mstudioattachment_t), but I really doubt there's any noticeable performance difference. I would just go with whatever is easier for you. Minh wrote: Got a question regarding studiomdl model info. If i click on the 'Model'

Re: [hlcoders] MDL question

2009-01-21 Thread Jorge Rodriguez
Minh, If you are planning to have 1000 of these moving around all at the same time then yes. Otherwise no. If you notice things are slow, then is the time to fix it and make them parent off the root bone, otherwise I wouldn't worry. -- Jorge Vino Rodriguez

Re: [hlcoders] MDL question

2009-01-21 Thread Minh
Yea, I was just curious what the difference was between Total Bones HW Bones I guess I can just compile two versions of the mdl and run a FPS benchmark Jorge Rodriguez wrote: Minh, If you are planning to have 1000 of these moving around all at the same time then yes. Otherwise no. If you

Re: [hlcoders] MDL question

2009-01-21 Thread Jorge Rodriguez
I believe HW bones uses some kind of video card hardware acceleration to make things to faster, and is an OB feature. I know all the TF2 models use it. I believe it may have optimized nine of your bones out, automatically doing the attachment offset dealie. I could be wrong. -- Jorge Vino

Re: [hlcoders] MDL question

2009-01-21 Thread Jay Stelly
HW bones is the count of bones actually used to render the model. (HW = hardware) Those are the bone transforms that are loaded into constant registers for skinning on the GPU each time the model is drawn. Also, you can use this qc command to remove unnecessary bones from the model:

Re: [hlcoders] MDL question

2009-01-21 Thread Jorge Rodriguez
Leave it to Jay to show me up. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders