lol - more like bloopers reel. I have a feeling if they cut stuff, it's
because it was not so great as compared to what they finally released.
However a fake bloopers real would be funny. Barney dropping his gun,
missed lines, shots of headcrab'ed scientists standing around between
scenes
is primarily aimed at modellers, mapping is a possibility but
that isn't what GMAX is for.
I'm not a big modeller so I can't really answer the question, but I just
thought I would clear this up.
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday
Gosh, I thought I'd gotten into SlashDot here for a sec... :^)
Pat Magnan wrote:
If you're Adobe, feel free to invoke the DMCA and call in the FBI, if
you're anyone else, no, because copyright infringement is civil law
isn't it?? ;) (little sarcasm there).
I don't know honestly think
[THREAD CLOSED]
By the powers vested in me by my keyboard and nothing else, I hereby
declare this thread closed. It's slashdot fodder.
Andrew Foss wrote:
You've still got to click it for them to get money, as it's VERY unlikey
they have a display and pay system giving them cash.
Actually,
Actually, there are several more. But I think they are grandfather
claused in or nepotistic. I hadn't really heard of any of them before.
Dynerman David M wrote:
CS.net is an exception to the rule.
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would freak out when
trying
to
use it. So valve had to go back and change some stuff to make it
work.
So
the issue lies in the opengl.dll
Wacko
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 10:57 AM
Subject: [hlcoders] What
Actually this brings into mind something I'd been wondering about. The
idea of semi obscured visibility. For example, suppose this is a
flash gren you're doing. If there is a relatively dense { type brush in
the way that represents shrubbery, should/could this block the
visibility a bit?
I think someone should just make a game that's meant to be hacked - and
those that hack, do better. Think of it: where instead of a mod
community for the game, you have hackers creating the latest hacks for
it. If you can't beat 'em, join 'em?
leming wrote:
3dsmax does have a hardware
I feel like the whole thread of this conversation is going the wrong
way. Ppl keep wanting to make more and more complex/technical
solutions to this problem of cheating. Signatures, IDs, etc. etc. etc.
It's very much like if someone breaks into your house - so you put
bars on the window,
The problem with any kind of membership required to play system is
that you are not going to get cheaters on those sites in the first
place. My bet is that cheaters want to hop onto public servers, be
relatively anonymous, and kick some butt via cheating. I would love to
see some stats on
to keep
violators out. It should be
relatively simple to code, and hack-proof (unless they hack the
server computer itself).
You could even encrypt the WONID/password file.
-Scott
Tim Holt wrote:
I feel like the whole thread of this conversation is going the wrong
way. Ppl keep
My doctor did that once. Was the craziest thing. I'd go to scratch my
ear, and my ankle would twitch.
Ken Birdwell wrote:
Some versions of Max rename the bones without asking. Use $renamebone
from to to make a unified list. See player_shared.qc for an example.
-Original
No can do. you're stuck with the 8000x8000x8000 (plus or minus) limit.
HateFace wrote:
I want to make a big map. I need to make WorldCraft's editing area
bigger...how do I do this?
JD
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- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 5:31 PM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
Well you might be able to make it bigger, but what do you do when
you
compile and your build tools say you've got
The trade off I believe though is this: you need to shrink your
textures down quite a bit so you're not a midget in giant pixel land.
Suppose you made the character 1/2 size, and scaled all your
textures 1/2 as well to keep things looking good. I imagine you'd put a
heavier load on the
Hmm. Must be Matt Boone's Day of Defeat?
Mugsy _ wrote:
Damn you Tim Holt! The one time I feel like posting and you steal my
thunder!
From: Mugsy _ [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger
And you people want to archive your own personal copies of the list :^)
Nathan Taylor wrote:
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nVidia announces the GeForce 4 today.
www.nvidia.com
Give it a little kiss, but don't get to close, it packs a punch.
Lakario
Hehe - you might like how this thread on the DoD forums has gone...
http://forums.dayofdefeatmod.com/forums/showthread.php?s=threadid=18959perpage=15pagenumber=1
Tim Holt wrote:
LOL - so maybe you can write a simple HL client for the phone? Then you
can get in some games on the communte
Well if you were going to try and pick up chicks, wouldn't you go to a
bar where chicks hung out? :^)
Nathan Taylor wrote:
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I'm not going to bitch like the last time, but is it just me or should this not be a
place for recruiting?
I
an ancient device to help me keep track of
what all the ents where called and how the entire idea flowed.
This device is known as PAPER.
That's right, i drew out my plans, so i could keep track of them.
Maybe you should try it!
-av
Tim Holt wrote:
Was recently working on a pretty complex
Actually, one thought is that if the source got massively released,
people who support systems such as metamod/adminmod could work in some
better cheat stops.
James Williams wrote:
Not really, I've just been curious to see it myself because I'd
really like
to know how they made the launcher
Interesting idea. I'd been wishing for the same kind of thing -
basically to have brush based prefabs you could pull into a map much
like a .mdl file. MUCH easier for mappers to build these (and reuse
them) than .mdl files.
Paul 'MoOg' Samways wrote:
That's great info, thanks. Thankfully I
Well, no answers yet to emails to Zoner, so what the heck - ask the
list :^)
I'm working on a connection broker system for netvis right now, and am
trying to figure out what some limits are of netvis How many clients
realistically can it manage? And what is it's effective compression
Perl. Most definitely perl.
_Phantom_ wrote:
C# is too new to have been used for stuff like that... however I dare say M$
will start using C# for UI stuff and maybe for light tasks.
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday,
: Thursday, March 07, 2002 12:42 PM
Subject: RE: [hlcoders] OT: what do langauge microsoft use for their apps?
ocaml. Most definitely objective caml.
david
-Original Message-
From: Tim Holt [mailto:[EMAIL PROTECTED]]
Sent: Thursday, March 07, 2002 12:38 PM
To: [EMAIL PROTECTED]
Subject
This is a map build too enhancement, so it's semi on/semi off topic, but
none the less I thought it might be appropriate to post about it here.
Here's a description of the tool (from it's homepage at
http://countermap.counter-strike.net/Mapster/...
It is a wrapper for netvis to allow
Read the
http://list.valvesoftware.com/pipermail/hlcoders/2002-February/001645.html
thread :^)
Christopher Long wrote:
This is a multi-part message in MIME format.
--
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After gaming on servers i've been fortunate enough to put up with the crap of
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Give me fire shorts!
Yacketta, Ronald wrote:
Go! go! go!
-Original Message-
From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, April 03, 2002 09:21
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] RE: hlcoders --
Originally posted April 1 but vanished. Reposted today...
The DoD team has been working on this for some time, and I just wanted
to announce here to you guys. We've managed to code up a client side
server for HL - which decidedly blurs the distinction between client and
server. Now, any
The DoD team has been working on this for some time, and I just wanted
to announce here to you guys. We've managed to code up a client side
server for HL - which decidedly blurs the distinction between client and
server. Now, any client can be a server and any server a client. What
this means
Oh and by the way, the rumors about Kaazaa style spyware embedded in the
clients is false. Drive light activity when not actually playing a game
is probably just some screwed up microsoft thing.
Tim Holt wrote:
The DoD team has been working on this for some time, and I just wanted
Atomic
[EMAIL PROTECTED] wrote:
Hum...it's interesting but...
Each player becomes a server ... so each players must have a good
connection.
I'll think about this, it interests me ;
On 3 Apr 2002 at 10:08, Tim Holt wrote:
Oh and by the way, the rumors about Kaazaa style spyware embedded
Well I know it sounds dumb, but this list is good. It's a great
conversation. It's probably survived my subscribe-to list longer than
any news group or email list so far!
And I admit that I have just been re-reading The Cluetrain Manifesto :^)
http://www.cluetrain.com
--
I think...I think
I was an original Qoole purchaser back a few years - used it for Q1 TF
mapping. I loved it EXCEPT for that exact error you mentioned. Drove
me so crazy having to fix maps all the time. I chucked it and went
standard.
Kuja wrote:
Even tho valve just released the new version of WC (valve
--
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This sounds a lot like my april fools joke post about client servers
talking to each other offering the potential of 32x32 (1024) player
games
botman wrote:
The only network controll you have to bulid is the one between the server,
but the
...
/ Zoot
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 15, 2002 6:25 PM
Subject: Re: [hlcoders] 64 players servers are no problem... :-)
--
[ Picked text/plain from multipart/alternative ]
This sounds a lot like my april fools joke post
to
implement.
It's almost like saying Hey we can make 64 player games by writing our own
game
Of course you can.
david
-Original Message-
From: Tim Holt [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 10:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 64 players servers
--
[ Picked text/plain from multipart/alternative ]
Well the whole thing started on April 1, which we will always consider
to be the anniversary date of this idea. I believe it was what you
might call a Flash of Insight (or flash of something else maybe)
moment. However we do not at this time
Put in a field where players can set their location. Could be just
country (or region of country for larger countries), or even
latitude/longitude. But probably just choose country from a list. Now,
when you're on a server, show a map of the world, and show where the
players are.
I've always
--
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Maybe if you incorporate mapster protocols in there too it will help? :^D
http://countermap.counter-strike.net/Mapster
Chris Blane wrote:
Had a feeling I might start seeing this topic crop up on the list Zipster.
:) Still no luck with that
Nice summary :^)
Don't forget that when you do this, you've got no sound. I (gratuitous
pimage) had to build a sound track for a DoD demo movie I did using
Goldwave. You can watch this (gratuitously pimped) movie (using the
DivX codec) at http://www.nacse.org/~holtt/maps/dod/bombrun3.avi
--
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Hmm interesting!
botman wrote:
Don't forget that when you do this, you've got no sound. I (gratuitous
pimage) had to build a sound track for a DoD demo movie I did using
Goldwave. You can watch this (gratuitously pimped) movie (using the
--
[ Picked text/plain from multipart/alternative ]
What about Tracker?
Philip (Fiber) wrote:
There doesn't seem to a linux version of HL so I don't think that
bringing steam across would help(sure, you could load up steam, but you
wouldn't be able to play).
-Original Message-
From:
--
[ Picked text/plain from multipart/alternative ]
I'm waiting for 2.0.0.0 myself...
Nathan Taylor wrote:
You still have till 1.1.1.0 for that.
Woah I like the sound of that ;)
- Lakario
This has been another thrillingly useless mail from the mind of Nathan,
cheers.
- Original Message
--
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Dunno of you all like to read the hardware survey results from the
1.1.0.9 update, but I do. See http://valve.speakeasy.net/
Stuff I see that catches my eyes...
* People with fast connections get the patch first (hence the huge
skew
PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt
Sent: Wednesday, April 24, 2002 3:07 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Fun and games and amateur analysis of 1.1.0.9 update
hardware survey results...
--
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Dunno of you all like
be telling.
Persuter gettin his two bits in... :)
--- Kuja [EMAIL PROTECTED] wrote:
I was the first one to submit that survey :D
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On
Behalf Of Tim Holt
Sent: Wednesday, April 24, 2002 4:07 PM
To: [EMAIL PROTECTED]
Subject
--
[ Picked text/plain from multipart/alternative ]
No doubt he's currently sending out emails to the other staff right now
saying, My students are complete fucking retards and he's really
thinking more and more about that industry job that pays twice as much.
Seriously - give teachers a break.
It's pretty easy to see that this one line will keep this topic alive
way longer than it ever would have been otherwise :^)
John Newfield wrote
Thanks for the useless email though, Nathan. You never disappoint.
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--
[ Picked text/plain from multipart/alternative ]
We've updated the security module used by secure Counter-Strike
servers. Your server should update itself in the next while, so you
don't need to do anything. This version of the security module
detects versions of OGC and
Well I assume that OGC and all these other hacks affect all mods - not
just CS. So is this something all mods can inherit? Or does
revealing how to make it work basically show how to get around it?
[EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Be an officially
Yes!
http://list.valvesoftware.com/pipermail/hlcoders/2002-April/002534.html
Tim Holt wrote:
Werd. I thought someone posted on here once that they'd made it.
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time Holt
Paul Samways wrote:
Heh. I think I've had more recognition for that sky than for coding a mod.
How sad is that? ;)
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, May 16, 2002 1:43 AM
Subject: Re: [hlcoders] Isn't the guy that did
--
[ Picked text/plain from multipart/alternative ]
There isn't a description, or it has no format? :^)
botman wrote:
sorry if i'm using the wrong list.
Does anybody know where i can get a DEM-File Format Description ?
There isn't one for the Half-Life demo file format.
Jeffrey botman Broome
generator with just a single seed
number. Save world? Write 50302 to a file. Maybe that's how DEM
files work then!
Daniel Koppes wrote:
Unless you can decrypt the network stream, then no, it has no format.
- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent
] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tim Holt
Sent: Thursday, June 06, 2002 11:19 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Confusing bit of code in the HL AI
--
[ Picked text/plain from multipart/alternative ]
Hmm, must be getting really close to next HL release, the Valve
--
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ramble
Some of this security stuff is nuts. This guys problem is like me
contacting someone and saying Oh better watch out! Someone could break
the glass on your house and GET INSIDE! The creative imagination can
come up with a million flaws
friends after dinner.
Chris Bokitch wrote:
lawn mowing mod? where can i get that? it'll be at the expo for sure!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt
Sent: Friday, June 21, 2002 8:40 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Fwd
Driving up walls is good? :^)
Or do you mean up slopes?
Jorrit Heusinkveld wrote:
i got working vehicles but i can`t get them drive up a wall like in cs
this is my code:
void CFuncVehicle :: Stop( void )
{
pev-speed = 0;
}
void CFuncVehicle::Wall( void )
{
TraceResult
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I have a hunch that They Who Give (aka Valve) would not conciously NOT
release the SDK nor just forget.
Daniel Koppes wrote:
Uh. I imagine if he wanted to know the relevance in the cosmic sense of time
he would have asked some nutcase
The Palladium is public by Microsoft however MS employees decided it would
be fun to release other details such as the trusted code part which
means
microsoft checks anythign and everything before its runtime, this infact
won't be practical and...
Sounds like Steam to me :^)
I would swear at one point I saw something on how to take a set of shots
while in-game that would create a skybox. You know, the ft,bk,lf,rt,up,dn
files in gfx/env. But of course now I can't find the reference.
Does anyone know how to do this at all?
Tim Holt
DoD Mapping
From: Vyacheslav Djura [EMAIL PROTECTED]
Hello Tim,
btw, I thought there is some console command to create set of sky
files from your current position. Is it true?
--
Vyacheslav
Level-designer
Deep-Shadows(http://www.deep-shadows.com)
Yes Vyacheslav, that's exactly
From Martin Otten @ Valve...
there is such a command envmap (not in software mode) that
saves .bmps for ll 6 box sides (using the current origin). use
cvar gl_envmapsize n to set the size of these images n*n ).
I think this isn't used for skyboxs, but for environment maps,
placed on
Use your imagination - you can do a lot more than just that with it :^)
Probably for cs 1.6's riot shield
-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com
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I've been doing conventional HUD type displays, and have been using the
DrawLine graphics primitive to draw various graphics items on them just fine.
Now I want to take one of those displays and have sitting in 3d game space via
the vgui_screen entity. It works up to a point, with my text
of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and
a quick dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv
Quoting Tim Holt [EMAIL PROTECTED]:
Interesting - thanks Yahn, I'll check that out.
A post in the VERC forums suggests maybe the DrawFilledRect
Part of a prototype/demo mod looking at ways to teach/convey medical training
via games. A serious games project.
Quoting Ben Davison [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
Seems very cool, what is it for?
On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote:
I
Check the m_Type value in npc_citizen.cpp (if you're approaching this fro the
code point of view).
If you're setting them up in a map, go to the Type Keyvalue, which you can set
to Default, Downtrodden, Refugee, Rebel or Unique
Quoting Spektre [EMAIL PROTECTED]:
I'm having a problem trying to
Purely from a players point of view, the rape that some server side plugins do
to players is the worst sin of all. As soon as I see any server side plugins
active on a server, I leave. I don't want annoying sounds downloaded to me,
menus, screen displays, or key rebindings etc.
On the other
I'm suprised there isn't more sharing of source code - basically open source
modules for specific features like this, HUD display elements, etc.
Quoting [EMAIL PROTECTED] [EMAIL PROTECTED]:
The problem is that if you make something that has to be included in the
mod source code, no one will
I'm very much with you on that Alfred. I will quickly leave any server with
crazy stuff on it. And don't worry I know who to blame :^)
Server side stuff can be sort of intersting in a good way though - it is in a
way a chance for people to mod a mod. For example someone made smoke
grenades for
I wanted to re-reply to this now when I've got a little bit more time.
Actually, there is a rather new and thriving movement to use games for more
serious uses. The phrase Serious Games is often used to describe them.
What are Serious Games? Well there are a lot of different definitions, but at
According to some SDK FAQs...
The maximum map size is currently set at +/-16384 units (16x the
horizontal area of Half-Life 1, 64x overall volume).
Mods can choose their own unit scale for the world. For example, 1 unit
could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will
.
Physics, player view height, player bounding boxes, etc. That's the kind of
scaling stuff that needs more than just me saying Make it so!
Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
Tim Holt wrote:
Which leaves the part about setting the unit scale. Any pointers from
anyone
about
@list.valvesoftware.com
Subject: Re: [hlcoders] Some questions on map size/scale
I would also like to know how to set this, however I doubt I
will use it... but I've wondered about this too.
Tim Holt wrote:
Back to the original quote from the SDK FAQ...
Mods can choose their own unit
It's probably in the skybox
Quoting DAV [EMAIL PROTECTED]:
Hi,
Any idea of how they enlarge the Alien Slave model we can see here:
http://www.planethalflife.com/potd/index.asp?id=497208
How did they do it?
Thanks,
davcin
___
To
Some kind of persistence framework would be pretty useful for a number of mods I
imagine.
Was the original poster looking for something that stored persistent data on a
server by server basis, or a centralized server for everyone playing the game?
If centralized, it seems like a web-services
This debate is pretty rediculous. The very idea that somehow using MySQL makes
you tied up in some kind of legal space is just mind boggling. Almost like
debating the Microsoft Windows EULA. As if you'd dump Windows (as a HLCodder)
purely because you don't agree with terms and conditions.
Which of course would be against the basic Valve SDK license I imagine - to
charge or profit off your mod. So again, not a problem is it?
Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]:
I thought the keyword was, if you use MySQL in a program that's for
commercial use, you have to pay
I want to bounce an idea off the list and see if anyone thinks it's hair brained
or not.
I want to create a display environment with a lot of detail objects. Like on
the order of 100,000 of them or more. Trees specifically. But instead of
being defined by ground material and the detail.vbsp
Joshua, I'm also very interested in this. I'm working on a forest visualization
project at Oregon State University, and had considered SpeedtreeRT as well.
I have a hunch where you would integrate it, or how. Take a look at
DetailObjectSystem.cpp - which handles the detail stuff (fading out
is at
1/4 scale to increase the appearance of the size of the map.
Quoting Ben Davison [EMAIL PROTECTED]:
--
[ Picked text/plain from multipart/alternative ]
A bit OT: But did you advertise this mod on hl2world, because I remember
seeing something like this and being amazed.
On 8/9/05, Tim Holt
Of course what you really need to have for that swinging weapon is for it to
know just where it impacted, and stop swinging at that point. Then play a
clunk impact sound at that point, based on what you hit.
Could one totally get away from the idea of a swing animation and instead
directly
a VPhysics object that's attached to
the player at a point and tries to stay oriented forward, and it will
interact naturally with the environment. Just my two cents.
On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote:
Of course what you really need to have for that swinging weapon
Basically isn't that all carrying around a small physics prop via use is?
Just in that case there's no view model with a hand.
Quoting Tei [EMAIL PROTECTED]:
El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió:
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote:
Maybe just make the view
I'd like to add the standard CMapOverview overview to my project. Player holds
down key, map pops up. Player lets go of key, map goes away. Would I be
correct in basically duplicating the code here and there that manages the
scoreboard (except the intermission drawing, etc.) and replace it with
Ah never mind, I answered my own question (with some help from Ginger Lord)
and documented it on the wiki at
http://developer.valvesoftware.com/wiki/VGUI2:_Overview_Display
Quoting Tim Holt [EMAIL PROTECTED]:
I'd like to add the standard CMapOverview overview to my project. Player
holds
down
I was thinking of tackling this by having the mini overview be as it is now -
no mouse interface. But then also an alternate overview map which is actually
a modal dialog - like the MOTD display is (have to click OK to continue).
Quoting Kamran [EMAIL PROTECTED]:
That's pretty impossible, if
serves me.
Quoting Ian Warwick [EMAIL PROTECTED]:
It's possible you just need to subclass from vgui::Frame rather than
vgui::Panel, and mouse input will work, this is what I did.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
Sent: 18 August
] On Behalf Of Tim Holt
Sent: 18 August 2005 18:51
To: hlcoders@list.valvesoftware.com; Kamran
Cc: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Accepting mouse input in the overview map
I was thinking of tackling this by having the mini overview be as it
is now - no mouse
So exactly what is the legality/status/etc. for using CZero content in a HL/HL2
mod? Legit? There's a lot of music in there that's actually got some
interesting potential uses, plus models.
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/background020003.jpg
Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
Tim Holt wrote:
So exactly what is the legality/status/etc. for using CZero content in a
HL/HL2
mod? Legit? There's a lot of music in there that's actually got some
interesting potential uses, plus models.
See this thread
. In Oct/Nov there will be the Serious
Games Conference in Washington DC.
Tim
Quoting Kamran [EMAIL PROTECTED]:
Cool, what's it about?
Tim Holt wrote:
Work actually - I work at OSU and currently am doing two different serious
games mods using HL2. There's a lot of interest in using games
Smell away, the point is to create a visualization system, not a multiplayer
frag fest :^) Also there's no LOD nor any number of other optimizations going
on (yet).
Also, smell the fact that it is a paying job to develop it over a 2 year period
(just started 2 months ago). I'm trying to wave a
visualization,
it is not.
On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote:
Smell away, the point is to create a visualization system, not a
multiplayer
frag fest :^) Also there's no LOD nor any number of other optimizations
going
on (yet).
Also, smell the fact that it is a paying job
My i'm not a lawyer guess is that this is not the case. Valve certainly is
the final rights holder, etc. of the content. It would be nice to get some
kind of clarification on this though.
Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
Andrew (British_Bomber) wrote:
--
[ Picked
If you can get the material, can you then get the UV map info and figure out
where on the material the contact is? With that you could start to do simple
zone areas on the material.
Quoting [EMAIL PROTECTED]:
I want to be able to group faces/triangles of a collision mesh in one of
my models
Is there any reason one couldn't put a poser parameter on a v_ model's arm, so
that code could control where the arm is positioned?
I'm thinking of how to make very fine action controls that have to be dynamic.
Getting a pointing finger to exactly hit a button rather than vaguely poke at
the
to control
the vent (for some weird reason) so take a look at that.
From: Tim Holt [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] poser parameters in a v_ model?
Date: Tue, 6 Sep 2005 13:43:04 -0700
Is there any reason one
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