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
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
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
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
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'
.
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
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
> 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
> 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
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
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