They are using a 3d source in the example of your link. It looks like a side by
side texture containing the left and right eye images.
The line
tex.x = tex.x +0.5
after the first sample is taken switches to the second image on the same
texture to take the right eye's sample.
As Alexander said
-You only included small amounts of Valve's copyrighted works
Nice reasoning, so if I go into a shop and only steal eg a part of a computer
thats okay? :-)
I think you should mount the CS:S content because you have to make sure the
users who use your mod own the right to have the models you
was mounting. Might be fixed though, but
still.
- Original Message -
From: Julian Moschüring ar...@gmx.com
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Sent: Thursday, May 14, 2009 2:57 PM
Subject: Re: [hlcoders] Game Content
the .GCF I was mounting. Might be fixed though, but still.
- Original Message -
From: Julian Moschüring ar...@gmx.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, May 14, 2009 2:57 PM
Subject: Re: [hlcoders] Game Content
-You only
DrawSetColor should work.
Does your vmt contain this line?
$vertexalpha 1
Garion Hystek schrieb:
Basicly im using a .VTF that is basicly like the health system in cod4, when
you get really hurt the redness appears around your screen. Basicly i have
the image linked to the players health,
Pdb files should not be related to build errors, they are only used for
debugging and are normally not shipped. By default VS2008 creates
(different) pdb's for both debug and release builds.
Looks like you are missing some library imports in the debug project
configuration?
Matt Hoffman
This clearly is the wrong list, hl2 modding only.
However, it's not fully clear to me what your rendering passes are. You
draw the fully lit geometry and then modulate it by a second pass using
your lights and untextured geometry?
Try the following:
glDisable( GL_FOG );
DrawFullyLitPassHere(
Did you try what i said? Should work in your order too:
glDisable( GL_FOG );
DrawLightmaps( );
glEnable( GL_FOG );
glBlendEquation( GL_FUNC_REPLACE );
glBlendFunc( GL_DST_COLOR, GL_ZERO );
DrawLitUntexturedHere( );
Andrew Lucas schrieb:
Ah, sorry. I thought hlcoders wasn't cut into different
Oups, this should be correct.
glDisable( GL_FOG );
DrawLightmaps( );
glEnable( GL_FOG );
glBlendEquation( GL_FUNC_ADD );
glBlendFunc( GL_DST_COLOR, GL_ZERO );
DrawUnlitGeometry( );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
--
This way the second pass will set the destination to
d1 =
No, OpenGL, ot
Tobias Kammersgaard schrieb:
Is this GoldSrc or am I just really hungover?
/ScarT
2009/2/28 Andrew Lucas andrass1...@hotmail.com
I thought your wrote GL_FUNC_REPLACE by mistake, because
I couldn't find any references of it at all, so I tried using all
the others
Ouh, you render a light map and than the textures with dynamic lights?
Multiplying the light map with the dynamic light geometry will not add
the light as intended.
An easy solution would be:
glBlendEquation( GL_FUNC_ADD );
glDisable( GL_FOG );
DrawLightmaps( );
glBlendFunc( GL_ONE, GL_ONE );
http://en.wikipedia.org/wiki/Gimbal_lock
Garry Newman schrieb:
Rotate using a Matrix
garry
On Fri, Feb 27, 2009 at 8:23 PM, Grash mr_gr...@yahoo.com wrote:
They've been trying to figure this out for the past 3 weeks. What's the
best way to tackle this problem?
- Grash
--- On Fri,
I guess because its running as a windows service Steam Client Service in
vista?
archy
Original-Nachricht
Datum: Tue, 20 Jan 2009 23:38:08 +0900
Von: Mark Chandler lo...@iinet.net.au
An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Betreff: [hlcoders]
As I said. Look at the definition of GetActiveWeapon in c_basecombatweapon.cpp.
GetActiveWeapon always returns the active weapon of the local player. The owner
will always be the local player and you use this weapon as the destination of
the muzzleflash - every muzzleflash will be send to the
:41 +0200
Von: Julian Moschüring [EMAIL PROTECTED]
An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Betreff: Re: [hlcoders] Muzzle flash issue
As I said. Look at the definition of GetActiveWeapon in
c_basecombatweapon.cpp.
GetActiveWeapon always returns the active
Debug it?
Original-Nachricht
Datum: Sat, 11 Oct 2008 00:00:03 +0100
Von: Luke Smith [EMAIL PROTECTED]
An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Betreff: Re: [hlcoders] Muzzle flash issue
Hmm this is odd. The enemy's eject brass is working
for.
- Archy
Torben Schou wrote:
When I set OffCenter to true and set all the offsets to 0, it stops rendering
the world, but still renders the player weapon. Do you have any thoughts on
how these variables are meant to be properly used?
Cheers
Torb
--- On Wed, 25/6/08, Julian Moschüring
Sounds like you want to implement support for something like this:
http://www.youtube.com/watch?v=Jd3-eiid-Uw
I don't think that there is a vanishing point you just have to change
implemented in the sdk. You will propably have to mess with the
projection matrix yourself.
-archy
Justin Krenz
It seems to me CViewSetup's OffCenter is offering enought to do what you
want.
You will have to set
m_flOffCenterTop
m_flOffCenterBottom
m_flOffCenterLeft
m_flOffCenterRight
of CViewSetup too, when using OffCenter.
-archy
Julian Moschüring wrote:
Sounds like you want to implement support
Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error
message in hammer:
Too many verts for a dynamic buffer (4146824576) Tell a programmer to
up VERTEX_BUFFER_SIZE.
But it's in game so I guess it is only a limitation of hammer. The model
will propably load if set at runtime.
Most recent example would be Garry's Mod.
Valve gets money, the mod community gets more popular, the sdk
improves... everyone is happy. Where is the point of this discussion?
Adam Maras (memzero) wrote:
It wasn't on the Source engine a long time ago. It also wasn't owned by
VALVe a long time
Well, the main crash is pretty oblivious:
PhysicsMarkEntitiesAsTouching is called with other set to null, it
then calls the member func PhysicsMarkEntityAsTouched of other which
is bd and should never happen.
I think bloodykennys right, you removed the null check somewhere. The
passed
Well, the whole call stack is inside the server.dll, so if this problem
is not caused by something you did you should still be able to fix it or
work around it. Why don't you try the last thing I proposed?
You should create an assert in PhysicsMarkEntitiesAsTouching for other
and try to debug
For me starting the model viewer and keep it running while compiling
models solved this problem.
-Archy
[EMAIL PROTECTED] wrote:
Hi list!
this is probably a question for valve, but maybe one of you has hit it
before. I'm trying to compile a new model, but studiomdl keeps crashing
on me:
I do not think that this is caused by a bad qc. It propably only happens
if you use the ep1 compiler. If the model viewer is started before
compiling anything works fine.
It happens eg for this qc which is a sample of noasis:
$modelname skeleton\Skull.mdl
$cdmaterials models\skeleton
With the new update everything works. Thanks!
Julian Moschüring wrote:
Hey!
WITH -engine ep1:
- in-hammer browser works for counter-strike source
- in-hammer browser crashs without errors for half-life 2
I currently do not have ep1 installed thus i could not try it or perhaps
Hammer is working now without Advisor fix but the vgui model viewer is
still broken. Hammer shuts down without any messages when I try to start
the model viewer.
Why does the source sdk news link in steam always give me Source SDK
Update from September 14 in 2006 when the sdk is updated? And
Hey!
WITH -engine ep1:
- in-hammer browser works for counter-strike source
- in-hammer browser crashs without errors for half-life 2
I currently do not have ep1 installed thus i could not try it or perhaps
this is the problem?
WITHOUT -engine ep1:
- in hammer browser works for Portal (only ep2
Because of the name i guess the cvars hostip and hostport are
containing the data you are searching.
const ConVar *hostip= cvar-FindVar( hostip );
const ConVar *hostport = cvar-FindVar( hostport );
-archy
Janek Le_Vert wrote:
--
[ Picked text/plain from multipart/alternative ]
I wanted to
No, i debugged, modelinfo-GetModelType( GetModel() ) returns mod_studio
Aaron Schiff schrieb:
--
[ Picked text/plain from multipart/alternative ]
It doesn't have to be a mod_studio to trigger that assert...that assert
happens if the model isn't a sprite...which it isn't...instead it should be
it says [hlcoders] not [hl2coders]
Jason Houston schrieb:
--
[ Picked text/plain from multipart/alternative ]
reading/restricting binds HL1
Aren't we a little off-topic :O
--
Draco
--
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CMultiplayerRules::FlPlayerFallDamage - calculates the actual damage
depending on the velocity
CMoveHelperServer::PlayerFallingDamage - calls FlPlayerFallDamage and
gives the result to:
CBasePlayer::TakeDamage
-archy
Gus schrieb:
Does anybody know where Fall Damage is located for HLMP SDK ?
Hey, cool! I will use it! :-) Sounds great. Exactly what you all wanted.
By the way: I like steam ... no more where can i get this or that
version on lans.
Josh Matthews schrieb:
--
[ Picked text/plain from multipart/alternative ]
I don't think Vapour is ever going to become very popular.
hey,
so, you only want to graphically simulate WLan AdHoc networks with the
source engine and make the physical communication and the osi layers
visible without attaching the graphics to any real communication? Just
for presentation purposes? Sounds funny, I want to see it when it's
finished :-)
Hey!
GetAbsOrigin is a function. By using it without parantesis you pass a
pointer of this function which is of type 'const Vector (void) const'
which is wrong.
Use
... gEntList.FintEntityByClassnameNearest( path_corner, GetAbsOrigin(
), 0 ) ...
then you pass the result of the function call
Oups, the 'second' problem :-) ...
CGrenadePathfollower::Launch expects a string_t as second parameter. If
you look through the code you will see that the Launch function calls
FindEntityByName by itself passing to it your string
(gEntList.FindEntityByName( NULL, sPathCornerName, NULL )).
It
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