The definitive statement on the subject:
http://collective.valve-erc.com/index.php?go=q1_or_q2
-Original Message-
From: tei [mailto:[EMAIL PROTECTED]
Sent: Friday, September 19, 2003 2:57 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: hl1 engine suggestions
Hello Cale,
CMD You do
It's not really clear from your email, but you should only use attachments
on the client. They're fairly useless on the server since they're not frame
accurate. On the client they are frame accurate, though they're calculated
only AFTER the model has been drawn. On HL1, everything connected to
I'd recommend you just delay evaluation until rendering. Even doing what
maxor recommended won't fix the view model/world model problem.
-Original Message-
From: zmeko [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 3:25 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Emiters and
It sounds like you're trying to synthesize a texture by blending two
paletted textures in-memory before you render. Neat idea, but I'm not sure
anyone here (Valve) can help you, Half-Life doesn't do that anywhere.
Palettes aren't used during blending, they're only used for the on-disk (and
For now, if possible, I recommend using a fixed palette. :/ It won't be real
pretty, but it'll get your mod up and running and folks playing it.
-Original Message-
From: Alfred [mailto:[EMAIL PROTECTED]
Sent: Monday, March 03, 2003 6:18 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders]
I also recommend against loading a private copy of the model
Any particular reason, other than not wasting RAM? At this point, I don't
really plan to, just curious.
Just a memory issue. It's something that's easily overlooked on a machine
with a lot of RAM that can cause serious slowdowns
I'm pretty sure my posting said the exact opposite of botman's response.
Precacheing only allocates a name slot for model. It doesn't force it to
be in memory. The HL engine demand loads model data only when needed.
It rarely happens, but you can't count on the pointer being valid between
in
the SDK license.
-Original Message-
From: Ken Birdwell [mailto:[EMAIL PROTECTED]]
Sent: Sunday, January 05, 2003 4:01 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] SDK Licence applies to HL PS2?
No word yet. I've ping'd Scott and Doug again and see where this is at.
-Original Message
question about using
content from the PS2 version of HL in user mods. I
would really need to know if that is allowed or not.
So, what's the answer?
--- Ken Birdwell [EMAIL PROTECTED] wrote:
Some of these questions take a few days to answer,
especially if they're
questions we haven't heard before
Yep, these are still supported, though I'm no longer sure they all do the
exact same thing as Quake 1.
From engine\model.h
#define EF_ROCKET (10) // leave a trail
#define EF_GRENADE (11) // leave a trail
#define EF_GIB (12)
valvesoftware.com switched to a new IP address, seeing if the routing tables
have propagated yet..
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Some of these questions take a few days to answer, especially if they're
questions we haven't heard before. If it's IP built by us and published
exclusively by Sierra on the PC then the question is easy, it would be yes,
but for stuff where we had the work done by a third parties and/or the
Any and all bones are possible. As an example, look at the Tau cannon (call
the egon gun internally). It's the large backpack+hose weapon connected to
the arm, hand, and spine.
The weapons just inherit the bone values that name-match from the player.
-Original Message-
From: Neale
Look in engine\spritegn.h, and the source for sprgen.exe in utils\sprgen.c
for more details. This the program that turns lists of bmp's into spr
files.
-Original Message-
From: Michael Shimmins [mailto:shimms;tae-mod.com]
Sent: Sunday, October 27, 2002 7:39 PM
To: HLCoders
Subject:
From your description, I'm not sure why you want to control them with a
single bonecontroller. It seems that you should just set up two
bonecontrollers, one that controls the Z axis (or whatever it really is) of
the neck bone, and one that controls the X axis (or whatever) of the neck
bone.
Precacheing only allocates a name slot for model. It doesn't force it to be
in memory. The HL engine demand loads model data only when needed.
To further help reduce memory footprint, use $externaltextures (though this
only really helps in software) and use $sequencegroupsize to break the .mdl
Don't use sequence 0. Sequence 0 is special when used as a gaitsequence. It
means, don't calculate any gait sequence animation info.
In CStudioModelRenderer::StudioDrawPlayer() you'll find:
...
if (pplayer-gaitsequence)
{
// calculate gait animation and blend
The call to IEngineStudio.StudioSetupSkin( pweaponmodel, 1 ) won't do what
you want. This function just readies the texture to be used by the graphics
card, which will get overridden inside of IEngineStudio.StudioDrawPoints().
The hidden magic undocumented info is to set
Look in common\const.h. Change your MESSAGE_BEGIN() event to use MSG_PVS
MSG_BROADCAST // unreliable to all
MSG_ONE // reliable to one (msg_entity)
MSG_ALL // reliable to all
MSG_INIT// write to the init string
MSG_PVS // Ents in PVS of org
MSG_PAS
The model format can handle any number of them, but studiomdl is limited to
128, the engine limited to 8, and the networking (and probably the
modelviewer) is limited to 4 inputs.
In the clientdll, look at CStudioModelRenderer::StudioCalcBoneAdj() to see
how they're implemented. At minimun you
In the studiohdr_t struct, there are both min/max and bbmin/bbmax which
_should_ have been used to set both movement hull and view clipping hull (qc
commands $bbox and $cbox respectively), but were never used in HL so
typically remain uninitialized. If it's all your own models, you may want
set
Good advice. The only hard limitations compilied into the engine are
MAXSTUDIOBONES, MAXSTUDIOVERTS, and MAXSTUDIOCONTROLLERS. The rest can be
changed.
-Original Message-
From: Persuter [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, April 23, 2002 10:08 AM
To: [EMAIL PROTECTED]
Subject: RE:
Are you all saying that host_framerate doesn't work anymore? You're just
supposed to record your demos, then set host_framerate to something like
0.033 for 30fps or 0.05 for 20fps or whatever you want, then use startmovie
and endmovie to make long runs of screencaptures at a fixed fps. At least
Why timedemo? Timedemo won't give you a fixed and locked fps. It'll just
give you frames at fast but somewhat variable intervals, which isn't what
mpeg generating systems want. Using host_framerate returns images at a
constant fps, regardless of render performance.
-Original Message-
haven't seen a mod that does it with no sub groups and just
a skin list.
- Original Message -
From: Ken Birdwell [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 10:40 AM
Subject: RE: [hlcoders] v_weaponmodels skin changing
how to debug your problem:
1) Test your
in one of the players user fields or inside clientside
weapon code.
-Original Message-
From: Ken Birdwell [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 1:40 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] v_weaponmodels skin changing
I am 100% sure as of June 1999 when I
The viewmodel inherits the skin setting (and everything else except model,
frame, and sequence) of the client's viewent, which is typically the player.
If you can locally - on the client - change the players skin (and body,
etc.) then the weapon should work how you want.
-Original
Activities are enum'ed in activity.h. Assuming you haven't edited it, the
59th one is ACT_EXCITED. The most likely problem is that you have a
schedule telling your monster to play that activity, but your model doesn't
have any animations for it. An alternate cause could be that maybe you've
If you have models that don't animate - such as lamps, trash cans, etc. -
then even making them cyclers is expensive. Just encoding the
pev-animtime and pev-frame can eat up tons of network (even single player)
and CPU bandwidth when you have a lot of them visible. To get that overhead
back,
Look up the bone by name. Bone names are stored in the models bone array.
int LookupBone( void *pmodel, char *name )
{
studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return -1;
mstudiobone_t *pbones = (mstudiobone_t *)( (byte
See Eric Smith's message of 1/24/02.
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Well, the other thing to
look at isstudiomdl will also remove all bones that have no effect on the
rendered model. If your animator created a model with no vertices attached
to either "Bip01 L Leg" or any of its children, then studiomdl will remove this
bone from the bone hierarchy and when
Repeat of destructor/constructor C++ discussion. TFC uses them. HL
doesn't. Read why and how below.
-Original Message-
From: Ken Birdwell
Sent: Thursday, September 13, 2001 2:31 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [HLCoders] CBaseEntity Memory Mgmnt Q.
I guess an important
Leon is mostly correct, though the engine IS limited to only supporting
4,294,967,296 sequences. :P
In any case, the whole business of needing the sequence to line up is ONLY
if you're displaying a different model on the client than the one the server
is using. Since HL and TFC allow clients to
What's your MAX_PARTICLES defined as? Is there is ; at the end? If so,
then that's the problem.
-Original Message-
From: Philip Plante [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 18, 2002 8:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Basic Problem, many a hairs lost!
It
Yes, sort of. You'll still have problems with hitbox collisions if the
hitboxes extend outside of the collision box. This is why the tentacle
sets its collision box to a 800x800x850 area (see SetObjectCollisionBox())
even though it uses a relatively small hull. If it didn't set its collision
You may have bugs with the animations that are being hidden by the gait
sequence. As a test case, run your players with their gaitsequence always
set to 0 and see where their model is draw. Where they are drawn is the
location the server is using for traceline collisions. If these are
You'll
have problems with the encoding for pev-body. It's a packed encoding
based on the number of elements in each group. In your example, let's say
the game dll had selected body #1 and head #2. pev-body would be
encoded with the value of 7 ((2)*3+1). The client dll would they try to
college classes start back up this week?
-Original Message-
From: Reedbeta [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 11, 2002 8:53 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] sub models related question...
Yeah, it has died down. I got 12 messages in 3 days this week.
Okay,
just to be really clear, it's a COPYright, not a SELLright. The control is
at the COPYING stage of the process, not why you're doing it or what you're
doing with it. A COPYRIGHT actually does refer "the right to copy".
It doesn't mater if you're giving it away, bundling it, selling
Yes,
selling* copyrighted material w/o permission is illegal.Sierra goes
through and has ebay remove these items when they find them, but it looks like
they missed a few. Thanks.
-Original Message-From:
Christopher Long [mailto:[EMAIL PROTECTED]]Sent: Wednesday,
December 26, 2001
http://pages.ebay.com/help/community/png-software.html
http://pages.ebay.com/help/community/png-copyrighteditems.html
ebay is very good about
this sort of thing.
Just
set the players pev-gaitsequence to 0 and nothing will play on the lower
body. Look at case statement for ACT_HOP, ACT_DIESIMPLE, etc. in
CBasePlayer::SetAnimation() for examples. Those are all full body
animations.
-Original Message-From:
Georges Giroux [mailto:[EMAIL
"no"
sounds kind of nasty, like we're refusing and keeping it to
ourselves.The answer is "we can't". The bsp's won't load with
your version of the engine. A lot of the demo map files are either lost,
changed beyond recognition, never checked in, reference textures that don't
exist anymore,
These only work in software.
r_fullbright 1 - show textures only
r_fullbright 2 - show lightmaps only
r_fullbright 3 - show lightmaps with luxel grids
r_fullbright 4 - show mip level
-Original Message-
2) Is there a command to illuminate a dark map (besides the flashlight)?
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