RE: [hlcoders] Models and sequences

2002-01-24 Thread Eric Smith
al Message- From: Adrian Finol [mailto:[EMAIL PROTECTED]] Sent: Thursday, January 24, 2002 9:57 AM To: 'David Flor '; '[EMAIL PROTECTED] ' Subject: RE: [hlcoders] Models and sequences Same way you do on the client, but this time you apply your transformations to the ser

RE: [hlcoders] Models and sequences

2002-01-24 Thread Adrian Finol
ROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Wednesday, January 23, 2002 11:31 PM To: Ken Birdwell; ''[EMAIL PROTECTED]' ' Subject: RE: [hlcoders] Models and sequences One thing to remember is that any transformation applied to the model client side

RE: [hlcoders] Models and sequences

2002-01-24 Thread David Flor
TED] [mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol Sent: Wednesday, January 23, 2002 11:31 PM To: Ken Birdwell; ''[EMAIL PROTECTED]' ' Subject: RE: [hlcoders] Models and sequences One thing to remember is that any transformation applied to the model client side has

RE: [hlcoders] Models and sequences

2002-01-23 Thread Adrian Finol
was going on. Hence the old CS hitbox problem. -Original Message- From: Ken Birdwell To: '[EMAIL PROTECTED]' Sent: 1/23/02 4:26 PM Subject: RE: [hlcoders] Models and sequences Leon is mostly correct, though the engine IS limited to only supporting 4,294,967,296 sequences. :P I

RE: [hlcoders] Models and sequences

2002-01-23 Thread Ken Birdwell
esday, January 23, 2002 12:46 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Models and sequences The only circumstance in which this is handled in 8 bits is network transmission, which can be changed by modifying delta.lst. That's what it's there for. Surprise or no surprise, it'

RE: [hlcoders] Models and sequences

2002-01-23 Thread Leon Hartwig
. You should be able to witness this personally within a few days; DoD 2.0 will have > 256 sequences. > -Original Message- > From: David Flor [mailto:[EMAIL PROTECTED]] > Sent: Wednesday, January 23, 2002 8:17 AM > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Models and

RE: [hlcoders] Models and sequences

2002-01-22 Thread Leon Hartwig
The only place that MAXSTUDIOSEQUENCES limit is used is in the studiomdl code ($Src/utils/studiomdl), which can be changed if that's the tool you use to compile models. There is no limit on the number of sequences the engine itself is capable of using. DoD 2.0, which will be released soon, has p

Re: [hlcoders] Models and sequences

2002-01-22 Thread Pat Magnan
> I have been informed that is the limit, > although I can see no reason for that belief in the code. A class would have -- SNIP -- Umm.. Huh? engine/studio.h says this: #define MAXSTUDIOSEQUENCES 256 // total animation sequences It would seem that the limit is 256 rather than 77.. Ho

Re: [hlcoders] Models and sequences

2002-01-22 Thread Pat Magnan
> I have been informed that is the limit, > although I can see no reason for that belief in the code. A class would have -- SNIP -- Umm.. Huh? engine/studio.h says this: #define MAXSTUDIOSEQUENCES 256 // total animation sequences It would seem that the limit is 256 rather than 77.. Ho

[hlcoders] Models and sequences

2002-01-21 Thread Jeff Fearn
Ok, now that we are actually using our MP models correctly, thanks again Ken, there appears to be a serious misunderstanding of how MP models need to be configured (damn modellers! ;) To quote Modelling for Half-Life.doc "Multiplayer animations When the server in a multiplayer game updates the cl