[hlcoders] Maya exporter for OS X

2005-06-07 Thread James Williams
This has probably been asked several times before, but is there any
possibility of getting a Maya export plugin for OS X? If we had the
source for the exporter, we could likely port it without _too_ much
difficulty, but I believe all we have is the 3DSMax exporter. If a
port isn't done by Valve (rather likely), would it be possible to
acquire the source for the Windows one so we can port it ourselves?

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Re: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread James Williams
On 4/29/05, SB Childe Roland [EMAIL PROTECTED] wrote:
 new is a compiler command.  I'm pretty sure that you have to call
 delete for everything that you create with new.  Someone please
 correct me if I'm wrong about the SDK.

Not exactly... new is actually an operator, which can be overloaded
like any other. Most projects that use their own memory managers
overload it. I'd be quite surprised if HL2 didn't.


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Re: [hlcoders] HL2DM source: Assert( !UTIL_GetLocalPlayer )

2005-03-02 Thread James Williams
 I get it too. I noticed when I started firing things with gravgun.

Also happens when you use the secondary fire on the Combine Pulse
Rifle (that bouncy orb).

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Re: [hlcoders] glow

2005-01-09 Thread James Williams
 If anyone could tell me how I would make the V_ models glow in first
 person veiw it would be great:)

Take a look at this:

http://articles.thewavelength.net/209/

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[hlcoders] Re: [hlcoders] Re: [hlcoders] Remove hl²SDK source control

2005-01-01 Thread James Williams
 Maybe this is what you are looking for:
 http://blogs.msdn.com/korbyp/archive/2003/12/17/44236.aspx

However, if you don't have an SCC provider installed, that option
isn't even in the menu.

At least I don't see it in mine...

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Re: [hlcoders] HUD Disappearing????

2004-12-10 Thread James Williams
 [ Picked text/plain from multipart/alternative ]
 thanks for the link but I'm not sure that is what is going on.  I'm working
 only in SP and not in the SDK folder at all.  I simply modified the Magnum
 to shoot twice instead of once.  Then ran the mod.  I then do an impulse 101
 and my hud is up and running.  (unmodified)  I then shoot a weapon and the
 numbers disappear on the hud as well as the pictures on the weapon selection
   Also if I hit ~ the console is blank and as I type commands the drop down
 help menu shoes but is also blank.  Even Esc returns blank.  Any idea what
 could be causing this?

Does it happen in a fresh, unmodified build of HL2? If not, what were
the exact changes you made?

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Re: [hlcoders] IRC Channel

2004-12-04 Thread James Williams
There's also #wavelength on irc.gamesurge.net, although I'm slightly
biased in that regard. :)

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Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread James Williams
On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess [EMAIL PROTECTED] wrote:
 Are the SDK available anywhere online? I'd like to grab and read
 during my lunch hour at work.

Docs can be found at http://www.valve-erc.com/srcsdk/ .

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[hlcoders] SDK issues: a list

2004-12-01 Thread James Williams
I've managed to find a few bugs/issues with the Source SDK. Some have
been repeated elsewhere, but it might be a good idea to start a list
for Valve's sake. :) If you've found any others, feel free to post
them here.

* Dropdown box in SDK window doesn't resize with window: Trivial.

* run_mod.bat chokes on paths with spaces: This appears to be an issue
with Steam itself, not the SDK. I like having my code and such under
My Documents, which is all fine and dandy with the Create A Mod
wizard. However, when you run the batch file, Steam chokes and dies
saying it can't find the gameinfo.txt file in C:\Documents. Doesn't
look like it handles spaces in the -game parameter very well.

* Source control: This has been mentioned on the list already, but I
figured I'd throw it in here too. The solutions the SDK ships with are
bound to Valve's SCC source, which appears to be rather difficult to
remove or replace with your own versioning system.

* Can't edit dropdown box entries: As far as I can tell, there's no
way to add or remove entries the Create a Mod wizard adds in the SDK
dropdown box. This is a bit problematic, as it makes it
near-impossible to have multiple developers working on the same source
(i.e. with some SCC solution). You also can't get rid of them, so I
have about a half-dozen entries in there I've managed to create and
can't get rid of now. :/

An update to fix these ASAP would be _greatly_ appreciated. TIA.

-James Corvidae Williams ([EMAIL PROTECTED])

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Re: [hlcoders] SDK issues: a list

2004-12-01 Thread James Williams
On Wed, 01 Dec 2004 15:12:29 -0700, Steven Guy
[EMAIL PROTECTED] wrote:
 use  around the path, it's not steam it's the dos emu, whenever you use
 spaces in paths make sure to enclose it in 

This is what it looks like, and it doesn't work:

c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game
C:\Documents and Settings\James\My Documents\HL2
Mods\*censored1*\*censored2* -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9

The *censored* bits are actual, real values, BTW. If moved out to the
root, like this:

C:\*censored1*\*censored2*

it works great.

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RE: [hlcoders] External communication

2002-02-20 Thread James Williams

 I'm not sure how to help you here but I was wondering, where did you find
 the ogc source?

This thread is traveling in a dangerous direction...

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RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams

 Whats the PosInCone function?  Is this something you have made?
 If so would
 a DotProduct test work the same way?

It's a quickie function I wrote that does a dot product with the viewangles,
yes.

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RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams

 Don't see why you would need a function like that; I believe if you pass
 an origin outside the view cone to WorldToScreen, the X/Y/Z
 coordinates it returns are outside the drawing area anyway (the Z
 value would define the depth, negative values I believe are behind the
 player).

It may, but I was having problems with it and figured culling all of them
away would be faster than dealing with the errors (and probably
calculation-wise, too). =)

It was essentially a hack to see how it worked, so I'm not too worried about
it. =)

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RE: [hlcoders] Map entities client-side

2002-02-08 Thread James Williams

 Is there a way to access keyvalue info in the map from the client-side?\
 I keep on thinking you must be able to, since obviously the client side
 has the map, but I haven't been able to find any way to do it.

The engine has the map, yes, but you can't get to it there. You'll need to
load the BSP yourself and parse its entity lump. botman has some code on his
site to do it (bsp_tool); you'll need to hack it up pretty badly to get it
in HL, though. Took me a couple hours on and off to get it in and get it to
compile, but once I did, it works pretty well. =)

It's also GPLed code, which means you have to distribute changes you make to
it. Fortunately, we don't have to include our entire client DLLs, just the
BSP loading code. That said, let me know if you want it and I'll send it to
you (I personally don't want botman breathing down my neck about it. ;) )

Of course, it's obviously more educational for you to do it yourself (I
learned a lot about it editing the source), but if you're stuck, let me
know.


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RE: [hlcoders] Problem with VGUI.

2002-01-26 Thread James Williams

 Why do you use %d ??? If your var (m_iAmmo1) is declared as int, you
must
 use %i, otherwise, PlayerAmmo isn't valid :(

%i and %d are equivalent. Actually, %i is considered obsolete.

Besides, all specifying an invalid format character will do is give you
garbage.

-James Corvidae Williams ([EMAIL PROTECTED])
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RE: [hlcoders] Entity existence check on client?

2002-01-24 Thread James Williams

 there. There's already info somewhere on the client system about
 whether an entity's alive or not, since the engine knows when to
 stop rendering it, but is there any way I can get to this or do I
 need to write my own?

A cl_entity_t has a 'messagenum' field or somesuch that holds the index of
the last recieved packet that entity was updated in. If the ent's messagenum
!= the player's messagenum (easy enough to get), the entity is 'invalid' and
you can filter it out.

I think that's it, anyway. If you need more, I'll dig around in source and
find some of my code that uses it.


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RE: [hlcoders] Entity existence check on client?

2002-01-24 Thread James Williams

 A cl_entity_t has a 'messagenum' field or somesuch that holds the index of
 the last recieved packet that entity was updated in. If the ent's
 messagenum
 != the player's messagenum (easy enough to get), the entity is
 'invalid' and
 you can filter it out.

 I think that's it, anyway. If you need more, I'll dig around in source and
 find some of my code that uses it.

Well, I went and looked anyway. ;)

---

cl_entity_t *pPlayer = gEngfuncs.GetLocalPlayer();
if (!pPlayer || (gEngfuncs.GetMaxClients() = 0) || (!gViewPort 
gEngfuncs.pEventAPI)) return 1;

cl_entity_t *pEnt = gEngfuncs.GetEntityByIndex(i);
if (!pEnt) return 1;

if(pEnt-curstate.messagenum != pPlayer-curstate.messagenum) return;

---

That should do what you're looking for.

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RE: [hlcoders] Client entindices

2002-01-23 Thread James Williams

 Logic would dictate that the entity numbers *should* be the same on
 client and server; I don't see how the two can remain synchronized
 otherwise.

They are the same client and server, but that's not what I'm concerned
about. I'm trying to read the entity lump in the map and match up those
entities to entindices. Is that even possible?

-James Corvidae Williams ([EMAIL PROTECTED])
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RE: [hlcoders] Client entindices

2002-01-22 Thread James Williams

 I don't think you have a hope of matching up indexes in the BSP file with
 anything that exists while the game is running.

Eep.


Can anyone think of a way I could keep a key/value pair read from the map
and an entindex (from wherever, probably a message from the server)
associated with each other? Actually, if entities aren't reordered when the
map is loaded (they all spawn in the same order they are in the map)
couldn't I search for the ents server-side, send all the entindices over in
a large message on player connect, and then loop through the map on the
client and match up keyvalues to the entindices in the same order as the
message?

-James Corvidae Williams ([EMAIL PROTECTED])
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[hlcoders] Client entindices

2002-01-21 Thread James Williams

How are entindices ordered on the client? I know entindex 0 is worldspawn,
then comes 1-32 for players, but what comes after that? Are the rest of the
ents grouped by classname, by position, by order in the BSP, or some other
way I haven't come up with yet?

I'm currently parsing the BSP myself on the client so I can pull keyvalues
straight from the map without a message. I'm looping through all the
entities in the ent lump and storing off the index of each if it's an entity
I want to look at, but GetEntityByIndex() called with that index isn't
returning the correct entity so I can poll its origin and angles. Anyone
have any tips on why this doesn't appear to be working correctly?

-James Corvidae Williams ([EMAIL PROTECTED])
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RE: [hlcoders] it's quiet...too quiet

2002-01-11 Thread James Williams

 college classes start back up this week?

I don't start up until the week after next...

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RE: [hlcoders] Question about the EULA again

2002-01-07 Thread James Williams

 Dave, are you from Infinity/Talking about Infinity that used to have their
 site at http://www.games-fusion.net/~infinity and at one stage
 http://cgi-bin.spaceports.com/~usmc/wow ?

Shimms: The Spaceports mod was Intensity, not Infinity.

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RE: [hlcoders] Compile Zipping

2001-12-31 Thread James Williams

 I was wondering if anybody here knew how to compile my mods .dlls like
 valves .dlls are compressed?  AKA instead of 2-3MB strait out of the SDK
 compiles I'd have the valve 500-950KB files?

Compile it in Release mode instead of Profile or Debug.

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RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll

2001-12-06 Thread James Williams

 E drive?

Yes. All my HL stuff is on it's own drive. (I'm not lame, really I'm not...)

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RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll

2001-12-06 Thread James Williams

 I'll assume you already tried to do a Build-Rebuild All.  If not, try
 that first.

I did, yes. Same result.

 If you have tried that try running dumpbin /exports (from the MSVC bin
 directory) of the client.dll file to see if it can dump the exported
 function names.  Perhaps the client.dll is corrupt some how.

I attached the (somewhat sizeable) output to this message. No errors, so I
assume it went okay. I tried deleting the DLL and recreating it, didn't
work. Tried removing the directory, in case that got corrupted somehow, but
that didn't help either. =(

-James Corvidae Williams ([EMAIL PROTECTED])
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Microsoft (R) COFF Binary File Dumper Version 6.00.8168
Copyright (C) Microsoft Corp 1992-1998. All rights reserved.


Dump of file E:\half-life\underhive\cl_dlls\client.dll

File Type: DLL

  Section contains the following exports for client.dll

   0 characteristics
3C0F4EB2 time date stamp Thu Dec 06 02:55:46 2001
0.00 version
   1 ordinal base
 451 number of functions
 451 number of names

ordinal hint RVA  name

  10 236F ??0?$Dar@D@vgui@@QAE@H@Z
  21 17B7 ??0?$Dar@D@vgui@@QAE@XZ
  32 2590 ??0?$Dar@H@vgui@@QAE@H@Z
  43 1EB5 ??0?$Dar@H@vgui@@QAE@XZ
  54 12A8 ??0?$Dar@PAD@vgui@@QAE@H@Z
  65 1181 ??0?$Dar@PAD@vgui@@QAE@XZ
  76 184D ??0?$Dar@PAV?$Dar@D@vgui@@@vgui@@QAE@H@Z
  87 32A1 ??0?$Dar@PAV?$Dar@D@vgui@@@vgui@@QAE@XZ
  98 144C ??0?$Dar@PAVActionSignal@vgui@@@vgui@@QAE@H@Z
 109 10D7 ??0?$Dar@PAVActionSignal@vgui@@@vgui@@QAE@XZ
 11A 2338 ??0?$Dar@PAVButton@vgui@@@vgui@@QAE@H@Z
 12B 2063 ??0?$Dar@PAVButton@vgui@@@vgui@@QAE@XZ
 13C 1E65 ??0?$Dar@PAVChangeSignal@vgui@@@vgui@@QAE@H@Z
 14D 27D9 ??0?$Dar@PAVChangeSignal@vgui@@@vgui@@QAE@XZ
 15E 1802 ??0?$Dar@PAVDesktopIcon@vgui@@@vgui@@QAE@H@Z
 16F 1BF4 ??0?$Dar@PAVDesktopIcon@vgui@@@vgui@@QAE@XZ
 17   10 18E8 ??0?$Dar@PAVFocusChangeSignal@vgui@@@vgui@@QAE@H@Z
 18   11 3102 ??0?$Dar@PAVFocusChangeSignal@vgui@@@vgui@@QAE@XZ
 19   12 2A77 ??0?$Dar@PAVFrame@vgui@@@vgui@@QAE@H@Z
 20   13 1D84 ??0?$Dar@PAVFrame@vgui@@@vgui@@QAE@XZ
 21   14 170D ??0?$Dar@PAVFrameSignal@vgui@@@vgui@@QAE@H@Z
 22   15 31FC ??0?$Dar@PAVFrameSignal@vgui@@@vgui@@QAE@XZ
 23   16 2B21 ??0?$Dar@PAVInputSignal@vgui@@@vgui@@QAE@H@Z
 24   17 1163 ??0?$Dar@PAVInputSignal@vgui@@@vgui@@QAE@XZ
 25   18 1D43 ??0?$Dar@PAVIntChangeSignal@vgui@@@vgui@@QAE@H@Z
 26   19 2F72 ??0?$Dar@PAVIntChangeSignal@vgui@@@vgui@@QAE@XZ
 27   1A 1B22 ??0?$Dar@PAVLabel@vgui@@@vgui@@QAE@H@Z
 28   1B 2E3C ??0?$Dar@PAVLabel@vgui@@@vgui@@QAE@XZ
 29   1C 29A5 ??0?$Dar@PAVPanel@vgui@@@vgui@@QAE@H@Z
 30   1D 2B85 ??0?$Dar@PAVPanel@vgui@@@vgui@@QAE@XZ
 31   1E 2D9C ??0?$Dar@PAVRepaintSignal@vgui@@@vgui@@QAE@H@Z
 32   1F 2162 ??0?$Dar@PAVRepaintSignal@vgui@@@vgui@@QAE@XZ
 33   20 23F6 ??0?$Dar@PAVSurfaceBase@vgui@@@vgui@@QAE@H@Z
 34   21 2A2C ??0?$Dar@PAVSurfaceBase@vgui@@@vgui@@QAE@XZ
 35   22 3472 ??0?$Dar@PAVTickSignal@vgui@@@vgui@@QAE@H@Z
 36   23 14A1 ??0?$Dar@PAVTickSignal@vgui@@@vgui@@QAE@XZ
 37   24 335F ??0ActionSignal@vgui@@QAE@ABV01@@Z
 38   25 1947 ??0ActionSignal@vgui@@QAE@XZ
 39   26 1A78 ??0App@vgui@@QAE@ABV01@@Z
 40   27 33FF ??0Bitmap@vgui@@QAE@ABV01@@Z
 41   28 2833 ??0BitmapTGA@vgui@@QAE@ABV01@@Z
 42   29 2725 ??0Border@vgui@@QAE@ABV01@@Z
 43   2A 2E2D ??0BorderLayout@vgui@@QAE@ABV01@@Z
 44   2B 1ECE ??0BuildGroup@vgui@@QAE@ABV01@@Z
 45   2C 1712 ??0Button@vgui@@QAE@ABV01@@Z
 46   2D 1951 ??0Color@vgui@@QAE@ABV01@@Z
 47   2E 1D07 ??0Cursor@vgui@@QAE@ABV01@@Z
 48   2F 1C58 ??0DataInputStream@vgui@@QAE@ABV01@@Z
 49   30 190B ??0DesktopIcon@vgui@@QAE@ABV01@@Z
 50   31 1D02 ??0EtchedBorder@vgui@@QAE@ABV01@@Z
 51   32 1AA5 ??0FileInputStream@vgui@@QAE@ABV01@@Z
 52   33 2A1D ??0Font@vgui@@QAE@ABV01@@Z
 53   34 19F6 ??0Frame@vgui@@QAE@ABV01@@Z
 54   35 349F ??0HeaderPanel@vgui@@QAE@ABV01@@Z
 55   36 197E ??0Image@vgui@@QAE@ABV01@@Z
 56   37 33E6 ??0ImagePanel@vgui@@QAE@ABV01@@Z
 57   38 25FE ??0InputSignal@vgui@@QAE@ABV01@@Z
 58   39 2C9D ??0InputSignal@vgui@@QAE@XZ
 59   3A 187F ??0InputStream@vgui@@QAE@ABV01@@Z
 60   3B 1D11 ??0InputStream@vgui@@QAE@XZ
   

RE: [hlcoders] could not load library E:\Half-Life\underhive\cl_dlls\client.dll

2001-12-06 Thread James Williams

 The thing is, I've only changed one line in the file (to initialize the
 system I was working on in HUD_Init), and that change was over a
 month ago.
 All I was doing when the error started occurring was playing with some
 timings in some custom effects I was working on, called from the TriAPI.
 Nothing that would even come close to messing with the DLL loading
 functions. =/

Another thing I just tried... adding an ASM breakpoint at the very top of
Initialize, like in Sys_Error on the client: _asm { int 3 }; That wasn't
even hit, meaning that Initialize isn't getting called. Now I'm convinced
there's something very wierd happening, especially when other people
compiling the code get the same problem.

To top it off, this happened to me a few months ago with OpFor. Started it
up one day, bailed out with exactly the same message. Something very strange
is going on...

-James Corvidae Williams ([EMAIL PROTECTED])
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RE: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread James Williams

 Sounds like fun.  I love that media file!  Okay, I can't take it anymore,
what the hell
 is OT???

OT = Off Topic.

-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)

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Re: [hlcoders] LOD stuff

2001-12-03 Thread James Williams

To get back on track, here's the original email with .cpp file attached (and
lame topica ads removed). Knock yourselves out. =)

-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)


 -Original Message-
 From: Paolo Nusco Perrotta [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, September 18, 2001 6:38 AM
 To: [EMAIL PROTECTED]
 Subject: [HLCoders] LOD and other cool stuff

 Some months ago I wrote about three ways to optimize the HL rendering.

 - Level Of Detail (LOD): Make multiple models for some of your
 entities, and
 switch the model on the client based on the distance from the player
 (http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This
 is more work for the modeler, but it gives you faster rendering and more
 polygons.

 - Field Of View filter: If an entity is outside the player's FOV,
 remove it
 from the client's rendering pipeline. This works great, and it gives a big
 speed boost on slower machines (I'm talking about 30% on my old PII, and
 even more when the player is zooming). It might or might not be noticeable
 on faster machines. One problem with this is that you can't filter out all
 entities - you must flag entities that can be safely removed -
 small enough
 to give you some confidence about their visibility, etc.

 - Line Of Sight filter: Same as the FOV filter, but it removes
 entities that
 are not visible because they're hidden by architecture. You must be
 reasonably sure that the entity is out of sight before removing it. It
 requires some tracing and the same flagging of the FOV filter. It works
 well enough.

 I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever
 noticed anything strange going on - but they did notice the
 insane amount of
 polys on some weapon models. :)  I was planning to release the
 source after
 Beta 2, but then we got involved in some Valve-related projects and Holy
 Wars was put on hold.

 Now I'm playing with the new SDK source, and I merged some of the
 Holy Wars
 code into it. Since I don't know what I'll do with this and if it
 will ever
 be released, here's the modified entity.cpp file for you to toy with. The
 massive amount of comments might be annoying, but I felt that too much was
 better than too little here. Just credit us if you lift
 code/ideas from this
 file.
 Enjoy.

 ---
 Paolo Nusco Perrotta
 Holy Wars Team
 http://www.planethalflife.com/holywars


 An archive exists at: http://www.topica.com/lists/hlcoders




entity.cpp
Description: Binary data


RE: [hlcoders] LOD stuff

2001-12-03 Thread James Williams

BTW, I sent this yesterday afternoon, but there's a hold on messages 40KB
and they have to be individually approved by a moderator.

Just thought I'd warn you all in advance. =)


-James Corvidae Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.planethalflife.com/wavelength)
Co-Leader / Coder, Underhive (http://www.underhive.com)


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of James
 Williams
 Sent: Sunday, December 02, 2001 4:17 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] LOD stuff


 To get back on track, here's the original email with .cpp file
 attached (and
 lame topica ads removed). Knock yourselves out. =)

 -James Corvidae Williams ([EMAIL PROTECTED])
 Administrator, Wavelength Forums
 (http://www.planethalflife.com/wavelength)
 Co-Leader / Coder, Underhive (http://www.underhive.com)


  -Original Message-
  From: Paolo Nusco Perrotta [mailto:[EMAIL PROTECTED]]
  Sent: Tuesday, September 18, 2001 6:38 AM
  To: [EMAIL PROTECTED]
  Subject: [HLCoders] LOD and other cool stuff
 
  Some months ago I wrote about three ways to optimize the HL rendering.
 
  - Level Of Detail (LOD): Make multiple models for some of your
  entities, and
  switch the model on the client based on the distance from the player
 
(http://www.planethalflife.com/holywars/images/iotd_chaingunlod.jpg). This
 is more work for the modeler, but it gives you faster rendering and more
 polygons.

 - Field Of View filter: If an entity is outside the player's FOV,
 remove it
 from the client's rendering pipeline. This works great, and it gives a big
 speed boost on slower machines (I'm talking about 30% on my old PII, and
 even more when the player is zooming). It might or might not be noticeable
 on faster machines. One problem with this is that you can't filter out all
 entities - you must flag entities that can be safely removed -
 small enough
 to give you some confidence about their visibility, etc.

 - Line Of Sight filter: Same as the FOV filter, but it removes
 entities that
 are not visible because they're hidden by architecture. You must be
 reasonably sure that the entity is out of sight before removing it. It
 requires some tracing and the same flagging of the FOV filter. It works
 well enough.

 I tried out all this stuff in the Beta 1 of Holy Wars, and no player ever
 noticed anything strange going on - but they did notice the
 insane amount of
 polys on some weapon models. :)  I was planning to release the
 source after
 Beta 2, but then we got involved in some Valve-related projects and Holy
 Wars was put on hold.

 Now I'm playing with the new SDK source, and I merged some of the
 Holy Wars
 code into it. Since I don't know what I'll do with this and if it
 will ever
 be released, here's the modified entity.cpp file for you to toy with. The
 massive amount of comments might be annoying, but I felt that too much was
 better than too little here. Just credit us if you lift
 code/ideas from this
 file.
 Enjoy.

 ---
 Paolo Nusco Perrotta
 Holy Wars Team
 http://www.planethalflife.com/holywars


 An archive exists at: http://www.topica.com/lists/hlcoders


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