What information do you need?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Sorry I don't have anything to contribute, but how were you able to
get the shader SDK working? Using the beta SDK and DXSDK Nov2008,
the .fxc files do not seem to build successfully.
On May 23, 2009, at 9:29 PM, walter wal...@nebulastation.net wrote:
I tried to make CShadowDepthView
Are you sure you can even get 3d models on the VGUI in HL1dm ?
Goldsource engine uses a different VGUI implementation and I don't
recall it having the ability to render 3d models on it.
Neuwirth Christoph wrote:
Hello
I?m trying to load a model on a VGUI Panel. I found an article for that
If my memory serves me right, there used to be some tutorial floating around
the Internet on how to draw models inside a VGUI control using TriAPI. Try
searching for that, perhaps it's still online.
2009/5/26 Minh minh...@telus.net
Are you sure you can even get 3d models on the VGUI in HL1dm ?
How can you do that? Using OpenGl specific stuff.
Rodrigo 'r2d2rigo' Diaz schrieb:
Well, they use specific OpenGL code, so that's easier to achieve. But
you break D3D/Software modes this way.
2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net
mailto:neuwirth.christ...@gmx.net
There has to be a way cause www.esforces.com and nnk have it implemented.
Minh schrieb:
Are you sure you can even get 3d models on the VGUI in HL1dm ?
Goldsource engine uses a different VGUI implementation and I don't
recall it having the ability to render 3d models on it.
Neuwirth
Well, they use specific OpenGL code, so that's easier to achieve. But you
break D3D/Software modes this way.
2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net
There has to be a way cause www.esforces.com and nnk have it implemented.
Minh schrieb:
Are you sure you can even get 3d
Just call the OpenGL functions from your Draw/Render functions. e.g.
CMyVGUIControl.Draw()
If you want to use custom renderfx you would have to do this somewhere
in CGameStudioModelRenderer
Btw. if you need other dlls, then make sure that you are loading them
from your mod directory and not
Myself and a small team have been making changes for a couple weeks
without testing whether multiplayer works with each revision. Without
reverting to each revision and testing, is there a good way to pinpoint
why the game crashes when the first client connects?
We've got a listen server
You use the minidump files that Steam automatically generates when your mod
crash, copy them into your mod's bin directory, and make sure the
automatically generated (by the compiler) .pdb files are present there too,
then you open the .mdmp file in Visual Studio and press F5 and the crash
Really? I have everything works fine! Maybe problem in erroneous bat-files? The
solution, which helped me:
1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into
...\src\materialsystem\stdshaders\ next files - shadercompile.exe and
shadercompile_dll.dll
2) Change buildshaders.bat :
That looks great. Thanks for the link!
Jonas 'Sortie' Termansen wrote:
You use the minidump files that Steam automatically generates when your mod
crash, copy them into your mod's bin directory, and make sure the
automatically generated (by the compiler) .pdb files are present there too,
Hi guys,
I created mod from scratch that not include ai_behavior_actbusy.h/cpp
initially. So I copied the files from hl2 to my project to add act_busy
functionality to it. My problem is, My NPC is doing nothing. I debug
and found, it already found the hint node. And enter
Does the console spew out any warnings?Look if debugging triggers some
asserts.
On Tue, May 26, 2009 at 10:03 PM, Charkrid Pornpitackchaikul
actm...@gmail.com wrote:
Hi guys,
I created mod from scratch that not include ai_behavior_actbusy.h/cpp
initially. So I copied the files from hl2 to
I installed and am testing Visual Studio 2010 Beta 1. It converted the
VS2008 projects (which in turn were converted from VS2005), and gets heaps
of linker errors such as unresolved external symbol
__imp_DoNewAssertDialog. The problem is that after cancelling the build,
VS2010 crashes so I can't
15 matches
Mail list logo