Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-23 Thread Ryan Sheffer
I mentioned this also, way too many tracelines and mesh picking is CPU side. But its the price you pay for dynamic splash locating. Valve do a good job of optimizing, and bsp checking is cheap enough but still. On Fri, May 21, 2010 at 5:30 PM, Tony omega Sergi omegal...@gmail.comwrote: That's

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread Tony omega Sergi
I dropped the code into a a blank sdk and it works. I made one minor alteration though, here's the whole thing. if it still doesn't work for you then i have no idea, as i was just sitting in a box map with a displacement ground seeing slime splashes randomly, WITH rain coming down.

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread James K
I didn't comment enough stuff out. Whoops. Thanks for putting up with my stupidity, Tony. -James On Fri, May 21, 2010 at 9:57 AM, Tony omega Sergi omegal...@gmail.com wrote: I dropped the code into a a blank sdk and it works. I made one minor alteration though, here's the whole thing. if it

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread Dexter
Glad you got it working! I'm looking for something similiar in effect, but isn't doing so many tracelines performance impacting? On Fri, May 21, 2010 at 12:23 PM, James K jimmy4...@gmail.com wrote: I didn't comment enough stuff out. Whoops. Thanks for putting up with my stupidity, Tony.

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread James Keith
It seems to impact it a little bit but I have such a good video card that I can't see a difference. On May 21, 2010, at 6:04 PM, Dexter dex...@linux.com wrote: Glad you got it working! I'm looking for something similiar in effect, but isn't doing so many tracelines performance

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread Tony omega Sergi
That's why I said what I did in my comment, It also isn't so much the video card as it is the CPU. -Tony On Sat, May 22, 2010 at 8:47 AM, James Keith jimmy4...@gmail.com wrote: It seems to impact it a little bit but I have such a good video card that I can't see a difference. On May 21,

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-20 Thread James K
I don't want to post the whole file because I really haven't changed anything else and that would be massive, so here's the tidbit i'm working with. The whole file is c_effects.cpp if you need to see the rest. inline bool CClient_Precipitation::SimulateRain( CPrecipitationParticle* pParticle,

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-20 Thread Saul Rennison
Remove the IsInAir conditional, that's your issue. On Thursday, May 20, 2010, James K jimmy4...@gmail.com wrote: I don't want to post the whole file because I really haven't changed anything else and that would be massive, so here's the tidbit i'm working with. The whole file is c_effects.cpp

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-20 Thread Tony omega Sergi
and remove all of the other randoms other than what that i changed the code to. So for the final output: /*Tony; the traceline replaces the IsInAir check. you also don't want the random's to be around the traceline either, or it will only check SOMETIMES. it needs to check _all_ the time.

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-20 Thread James K
Removing the IsInAir conditional broke the rain completely. No rain or splashes at all now. On Thu, May 20, 2010 at 8:13 AM, Tony omega Sergi omegal...@gmail.com wrote: and remove all of the other randoms other than what that i changed the code to. So for the final output:    /*Tony; the

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-19 Thread Tony omega Sergi
It also doesn't help that you're only doing the trace when the random value is within the current limit. You need to do the check ALL the time, regardless of if it will actually spawn it or not. Displacements are a single plane, chances are you're repeatedly skipping the actual check 99% of the

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-19 Thread James K
It's still not working, even with this new code. This is really really stupid. James On Wed, May 19, 2010 at 2:57 AM, Tony omega Sergi omegal...@gmail.com wrote: It also doesn't help that you're only doing the trace when the random value is within the current limit. You need to do the check

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-19 Thread Saul Rennison
Just to make sure: the displacements DO have hull, ray and physics collisions enabled in Hammer, don't they? Thanks, - Saul. On 19 May 2010 21:41, James K jimmy4...@gmail.com wrote: It's still not working, even with this new code. This is really really stupid. James On Wed, May 19, 2010

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-19 Thread James K
Yup. On Wed, May 19, 2010 at 6:22 PM, Saul Rennison saul.renni...@gmail.com wrote: Just to make sure: the displacements DO have hull, ray and physics collisions enabled in Hammer, don't they? Thanks, - Saul. On 19 May 2010 21:41, James K jimmy4...@gmail.com wrote: It's still not

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-19 Thread Nick
post all of your code, that way we can help easier. On Wed, May 19, 2010 at 6:05 PM, James K jimmy4...@gmail.com wrote: Yup. On Wed, May 19, 2010 at 6:22 PM, Saul Rennison saul.renni...@gmail.com wrote: Just to make sure: the displacements DO have hull, ray and physics collisions enabled

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-18 Thread James K
Still a no go with your code. Tried MASK_SOLID and COLLISION_GROUP_NONE too, still not working. Blargh. On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer darksk...@gmail.com wrote: Hmm, you could check if its in a solid. int contents = enginetrace-GetPointContents( position ); if ( contents

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-18 Thread Tobias Kammersgaard
Does it collide with thin brushes? Den 19/05/2010 00.38 skrev James K jimmy4...@gmail.com: Still a no go with your code. Tried MASK_SOLID and COLLISION_GROUP_NONE too, still not working. Blargh. On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer darksk...@gmail.com wrote: Hmm, you could check

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-18 Thread James K
With the new code it will collide only with thick brushes. With the old code it collided with both. On Tue, May 18, 2010 at 6:54 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Does it collide with thin brushes? Den 19/05/2010 00.38 skrev James K jimmy4...@gmail.com: Still a no

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-18 Thread Ryan Sheffer
Try shooting a trace right to the ground from the starting point and see if you can hit the displacment. You might be passing right through it on your checks. I don't remember having problems tracing to displacements myself, so I find this sort of odd. Another thing to consider are the collision

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-17 Thread Marek Sieradzki
You're using wrong mask or collision group. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-17 Thread Ryan Sheffer
Ignore Util_remove, it's specific to his code. The mask and collision group should work fine. If not, you need to post all your code. ~Ryan On May 16, 2010, at 12:58 PM, James K jimmy4...@gmail.com wrote: UTIL_Remove is a server thing, isn't it? The code doesn't work because it says it's

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-17 Thread James K
It's still not creating splashes on displacements. The code for creating splashes is found around line 331 in c_effects.cpp. Here's my modded code for it: --- // Possibly make a splash if we hit a water surface and it's in front of the view. if ( m_Splashes.Count() 99 )

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-17 Thread Ryan Sheffer
Hmm, you could check if its in a solid. int contents = enginetrace-GetPointContents( position ); if ( contents CONTENTS_SOLID ) return false; Also try other masks like MASK_SOLID and use COLLISION_GROUP_NONE. I imagine you are doing that trace per particle movement and that seems very

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-16 Thread Jonathan White
Hi James, I am going to offer this solution since I don't think you have nailed down your problem to exactly what is going on. My guess is that the trace is hitting the rain entity itself. I say this because you have not added the rain entity a the ignored entity and have allowed the trace to hit

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-16 Thread James K
UTIL_Remove is a server thing, isn't it? The code doesn't work because it says it's undefined. I'm more concerned with making the tracer collide with displacements and other dynamic entities, because no matter what I do it won't recognize they're there. The skybox collision isn't a major issue

[hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread James K
I'm trying to get rain splashes to show up when they collide with the ground. In a way, I've succeed. I can get splashes. The problem is they're almost everywhere but where I want them. They show up even on the skybox, which I don't want. They won't show up on displacements, glass, or physics

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread Tom Edwards
You can stop them from hitting the skybox by checking the surface you hit...look at the HL2 rocket for how to do that. It disappears if it hits the skybox. As for displacements, phys objects, etc. your choice of collision group is almost certainly to blame. I'd use whatever the !picker

Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-15 Thread James K
Do you know by chance what the !picker traceline uses? On Sat, May 15, 2010 at 8:44 PM, Tom Edwards t_edwa...@btinternet.com wrote: You can stop them from hitting the skybox by checking the surface you hit...look at the HL2 rocket for how to do that. It disappears if it hits the skybox. As