Re: [hlcoders] Map entities client-side

2002-02-13 Thread Roachfood - the-coming.com

Cant you pass the keyvalues to the client in your message?  I know for my
mod we have animated plants and items that are on the server side only.  For
instance when the player touches the animated item, a message is sent to the
client tellin it what it is and the inventory/hud info is updated
accordingly.  I dont know if that pertains to your original question... but
anyway... =)

If you really need the keyvalues, when the entity is created send a message
to the client.  Im tired... im going to bed.

Roachie
www.the-coming.com
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 13, 2002 12:27 AM
Subject: RE: [hlcoders] Map entities client-side


 Btw, to clear things up on this, I did indeed eventually use the message
 to client and it works fine now (better than I expected, actually), but
 I just found it odd that we can't get the keyvalues from the
 client-side. OK, now continue the digression... :)

 Thanks for everyone who helped, btw...

 Persuter

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED]] On Behalf Of Pat Magnan
  Sent: Tuesday, February 12, 2002 3:28 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Map entities client-side
 
  Two solutions come to mind:
  - parse the BSP client side...
  - transmit the value of that keyvalue to the client in a message, just
  once while the HUD is initializing should do it (keyvalues don't
 change
  do they?).
 
  I chose the latter for an entity that was placed in the map, and
  rendered client side by TriAPI. I think some folks were working on
  trying to parse the BSP client side, but ran into trouble keeping
  things in synch...
 
  I think you've been around longer than I have and may not need it, :)
  but if you want to see an outline of my approach, I did up a tutorial
  (concept mostly) here:
  http://www.tourofdutymod.com/tutorials.php
 
   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.
  
   Thanks,
   Persuter
  
  
  
  
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Re: [hlcoders] Map entities client-side

2002-02-13 Thread ReDucTor

Prasing the BSP Client side is the best way...Although if its just an entity
that is used once, then just sent it serverside its easier to setup...

I'm gunna lead you through using the BSP Client side...

First thing add to your project
  bspfile.cpp
  cmdlib.cpp
  mathlib.cpp
  scriplib.cpp
And I Include bspfile.h into the files you wish to use the bsp stuff Now,
time to get the name of the map, well we know entity in index 0 is the map,
so lets use the name of the model, to get the map...
gEngfuncs.GetEntityByIndex(0)-model-name will give the map..now to load
the BSP File..

LoadBSPFile(gEngfuncs.GetEntityByIndex(0)-model-name);

Now the epairs/entities aren't prased in that they are just stored, time to
prase the entities

ParseEntities();

Now its time to find the entity you need..

entity_t * FindEntityByClassName(char *classname)
{
  for(int i=0;inum_entities;i++)
   if(strcmp(classname, ValueForKey(entities[i],classname)) == 0)
   return entities[i];

   return NULL;
}

Now how about we try and find and aim at an info_player_deathmatch entity,
we would do the following..

entity_t * entity = FindEntityByClassName(info_player_deathmatch);

How about an example of using that entity, lets make it aim at that point :D
hehe gotta have some fun sometime

vec3_t dirAim;
vec3_t MyOrigin
float Angles[3];
VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()-origin)
VectorMinus(entity-origin, dirAim, MyOrigin);
VectorAngles(dirAim, Angles);
for(int i=0;i3;i++)
  if(Angles[i]180)
   Angles-=360;
gEngfuncs.SetViewAngles(Angles);

Now There you are happy as can be, only one thing, you will be aiming from
the center of your body if you try that, but thats just to show how to use
the entity_t stuff, btw the entity_t struct is stored in bspfile.h

I Recommend only loading the bsp and prasing it, probley in HUD_VidInit


- Original Message -
From: Roachfood - the-coming.com [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 13, 2002 7:38 PM
Subject: Re: [hlcoders] Map entities client-side


 Cant you pass the keyvalues to the client in your message?  I know for my
 mod we have animated plants and items that are on the server side only.
For
 instance when the player touches the animated item, a message is sent to
the
 client tellin it what it is and the inventory/hud info is updated
 accordingly.  I dont know if that pertains to your original question...
but
 anyway... =)

 If you really need the keyvalues, when the entity is created send a
message
 to the client.  Im tired... im going to bed.

 Roachie
 www.the-coming.com
 - Original Message -
 From: Persuter [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, February 13, 2002 12:27 AM
 Subject: RE: [hlcoders] Map entities client-side


  Btw, to clear things up on this, I did indeed eventually use the message
  to client and it works fine now (better than I expected, actually), but
  I just found it odd that we can't get the keyvalues from the
  client-side. OK, now continue the digression... :)
 
  Thanks for everyone who helped, btw...
 
  Persuter
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED]] On Behalf Of Pat Magnan
   Sent: Tuesday, February 12, 2002 3:28 PM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Map entities client-side
  
   Two solutions come to mind:
   - parse the BSP client side...
   - transmit the value of that keyvalue to the client in a message, just
   once while the HUD is initializing should do it (keyvalues don't
  change
   do they?).
  
   I chose the latter for an entity that was placed in the map, and
   rendered client side by TriAPI. I think some folks were working on
   trying to parse the BSP client side, but ran into trouble keeping
   things in synch...
  
   I think you've been around longer than I have and may not need it, :)
   but if you want to see an outline of my approach, I did up a tutorial
   (concept mostly) here:
   http://www.tourofdutymod.com/tutorials.php
  
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.
   
Thanks,
Persuter
   
   
   
   
_
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RE: [hlcoders] Map entities client-side

2002-02-13 Thread Persuter

lol, reductor, yeah, I started looking at bspfile.cpp... Then I just
rolled my eyes and didn't do it. It's just something I need to send one
time. Making the message was simple in the extreme, I just wanted to
know if there was a simpler way that didn't take up net bandwidth on the
client-side.

But thanks, I'll be sure to keep this around for next time... :)

Persuter

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED]] On Behalf Of ReDucTor
 Sent: Wednesday, February 13, 2002 4:29 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Map entities client-side

 Prasing the BSP Client side is the best way...Although if its just an
 entity
 that is used once, then just sent it serverside its easier to setup...

 I'm gunna lead you through using the BSP Client side...

 First thing add to your project
   bspfile.cpp
   cmdlib.cpp
   mathlib.cpp
   scriplib.cpp
 And I Include bspfile.h into the files you wish to use the bsp stuff
Now,
 time to get the name of the map, well we know entity in index 0 is the
 map,
 so lets use the name of the model, to get the map...
 gEngfuncs.GetEntityByIndex(0)-model-name will give the map..now to
load
 the BSP File..

 LoadBSPFile(gEngfuncs.GetEntityByIndex(0)-model-name);

 Now the epairs/entities aren't prased in that they are just stored,
time
 to
 prase the entities

 ParseEntities();

 Now its time to find the entity you need..

 entity_t * FindEntityByClassName(char *classname)
 {
   for(int i=0;inum_entities;i++)
if(strcmp(classname, ValueForKey(entities[i],classname))
==
 0)
return entities[i];

return NULL;
 }

 Now how about we try and find and aim at an info_player_deathmatch
 entity,
 we would do the following..

 entity_t * entity = FindEntityByClassName(info_player_deathmatch);

 How about an example of using that entity, lets make it aim at that
point
 :D
 hehe gotta have some fun sometime

 vec3_t dirAim;
 vec3_t MyOrigin
 float Angles[3];
 VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()-origin)
 VectorMinus(entity-origin, dirAim, MyOrigin);
 VectorAngles(dirAim, Angles);
 for(int i=0;i3;i++)
   if(Angles[i]180)
Angles-=360;
 gEngfuncs.SetViewAngles(Angles);

 Now There you are happy as can be, only one thing, you will be aiming
from
 the center of your body if you try that, but thats just to show how to
use
 the entity_t stuff, btw the entity_t struct is stored in bspfile.h

 I Recommend only loading the bsp and prasing it, probley in
HUD_VidInit


 - Original Message -
 From: Roachfood - the-coming.com [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, February 13, 2002 7:38 PM
 Subject: Re: [hlcoders] Map entities client-side


  Cant you pass the keyvalues to the client in your message?  I know
for
 my
  mod we have animated plants and items that are on the server side
only.
 For
  instance when the player touches the animated item, a message is
sent to
 the
  client tellin it what it is and the inventory/hud info is updated
  accordingly.  I dont know if that pertains to your original
question...
 but
  anyway... =)
 
  If you really need the keyvalues, when the entity is created send a
 message
  to the client.  Im tired... im going to bed.
 
  Roachie
  www.the-coming.com
  - Original Message -
  From: Persuter [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, February 13, 2002 12:27 AM
  Subject: RE: [hlcoders] Map entities client-side
 
 
   Btw, to clear things up on this, I did indeed eventually use the
 message
   to client and it works fine now (better than I expected,
actually),
 but
   I just found it odd that we can't get the keyvalues from the
   client-side. OK, now continue the digression... :)
  
   Thanks for everyone who helped, btw...
  
   Persuter
  
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Pat Magnan
Sent: Tuesday, February 12, 2002 3:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Map entities client-side
   
Two solutions come to mind:
- parse the BSP client side...
- transmit the value of that keyvalue to the client in a
message,
 just
once while the HUD is initializing should do it (keyvalues don't
   change
do they?).
   
I chose the latter for an entity that was placed in the map, and
rendered client side by TriAPI. I think some folks were working
on
trying to parse the BSP client side, but ran into trouble
keeping
things in synch...
   
I think you've been around longer than I have and may not need
it,
 :)
but if you want to see an outline of my approach, I did up a
 tutorial
(concept mostly) here:
http://www.tourofdutymod.com/tutorials.php
   
 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

RE: [hlcoders] Map entities client-side

2002-02-13 Thread Persuter

Well yeah, that's why I didn't care, just makes sense to cut down on
network traffic whenever possible, 'specially if it's easier.

Persuter

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED]] On Behalf Of Tom
 Sent: Wednesday, February 13, 2002 12:38 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Map entities client-side

 well if you think about it, your only sending it over as they connect,
so
 its not bad nettraffic, it doesnt get in the way of gameplay

 - Original Message -
 From: Persuter [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, February 13, 2002 5:20 PM
 Subject: RE: [hlcoders] Map entities client-side


  lol, reductor, yeah, I started looking at bspfile.cpp... Then I just
  rolled my eyes and didn't do it. It's just something I need to send
one
  time. Making the message was simple in the extreme, I just wanted to
  know if there was a simpler way that didn't take up net bandwidth on
the
  client-side.
 
  But thanks, I'll be sure to keep this around for next time... :)
 
  Persuter
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlcoders-
   [EMAIL PROTECTED]] On Behalf Of ReDucTor
   Sent: Wednesday, February 13, 2002 4:29 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] Map entities client-side
  
   Prasing the BSP Client side is the best way...Although if its just
an
   entity
   that is used once, then just sent it serverside its easier to
setup...
  
   I'm gunna lead you through using the BSP Client side...
  
   First thing add to your project
 bspfile.cpp
 cmdlib.cpp
 mathlib.cpp
 scriplib.cpp
   And I Include bspfile.h into the files you wish to use the bsp
stuff
  Now,
   time to get the name of the map, well we know entity in index 0 is
the
   map,
   so lets use the name of the model, to get the map...
   gEngfuncs.GetEntityByIndex(0)-model-name will give the map..now
to
  load
   the BSP File..
  
   LoadBSPFile(gEngfuncs.GetEntityByIndex(0)-model-name);
  
   Now the epairs/entities aren't prased in that they are just
stored,
  time
   to
   prase the entities
  
   ParseEntities();
  
   Now its time to find the entity you need..
  
   entity_t * FindEntityByClassName(char *classname)
   {
 for(int i=0;inum_entities;i++)
  if(strcmp(classname,
ValueForKey(entities[i],classname))
  ==
   0)
  return entities[i];
  
  return NULL;
   }
  
   Now how about we try and find and aim at an
info_player_deathmatch
   entity,
   we would do the following..
  
   entity_t * entity =
FindEntityByClassName(info_player_deathmatch);
  
   How about an example of using that entity, lets make it aim at
that
  point
   :D
   hehe gotta have some fun sometime
  
   vec3_t dirAim;
   vec3_t MyOrigin
   float Angles[3];
   VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()-origin)
   VectorMinus(entity-origin, dirAim, MyOrigin);
   VectorAngles(dirAim, Angles);
   for(int i=0;i3;i++)
 if(Angles[i]180)
  Angles-=360;
   gEngfuncs.SetViewAngles(Angles);
  
   Now There you are happy as can be, only one thing, you will be
aiming
  from
   the center of your body if you try that, but thats just to show
how to
  use
   the entity_t stuff, btw the entity_t struct is stored in bspfile.h
  
   I Recommend only loading the bsp and prasing it, probley in
  HUD_VidInit
  
  
   - Original Message -
   From: Roachfood - the-coming.com [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Wednesday, February 13, 2002 7:38 PM
   Subject: Re: [hlcoders] Map entities client-side
  
  
Cant you pass the keyvalues to the client in your message?  I
know
  for
   my
mod we have animated plants and items that are on the server
side
  only.
   For
instance when the player touches the animated item, a message is
  sent to
   the
client tellin it what it is and the inventory/hud info is
updated
accordingly.  I dont know if that pertains to your original
  question...
   but
anyway... =)
   
If you really need the keyvalues, when the entity is created
send a
   message
to the client.  Im tired... im going to bed.
   
Roachie
www.the-coming.com
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, February 13, 2002 12:27 AM
Subject: RE: [hlcoders] Map entities client-side
   
   
 Btw, to clear things up on this, I did indeed eventually use
the
   message
 to client and it works fine now (better than I expected,
  actually),
   but
 I just found it odd that we can't get the keyvalues from the
 client-side. OK, now continue the digression... :)

 Thanks for everyone who helped, btw...

 Persuter

  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:hlcoders-
  [EMAIL PROTECTED]] On Behalf Of Pat Magnan
  Sent: Tuesday, February 12, 2002 3:28 PM
  To: [EMAIL PROTECTED]
  Subject: Re

Re: [hlcoders] Map entities client-side

2002-02-12 Thread Pat Magnan

Two solutions come to mind:
- parse the BSP client side...
- transmit the value of that keyvalue to the client in a message, just
once while the HUD is initializing should do it (keyvalues don't change
do they?).

I chose the latter for an entity that was placed in the map, and
rendered client side by TriAPI. I think some folks were working on
trying to parse the BSP client side, but ran into trouble keeping
things in synch...

I think you've been around longer than I have and may not need it, :)
but if you want to see an outline of my approach, I did up a tutorial
(concept mostly) here:
http://www.tourofdutymod.com/tutorials.php

 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.

 Thanks,
 Persuter




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Re: [hlcoders] Map entities client-side

2002-02-12 Thread Tom

how can u render an entity clientside using TriApi? I mean like if it was a
model then you woulldnt use triapi (efxapi?) and how do you get all of the
planes of a brush entitiy?


- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, February 12, 2002 9:27 PM
Subject: Re: [hlcoders] Map entities client-side


 Two solutions come to mind:
 - parse the BSP client side...
 - transmit the value of that keyvalue to the client in a message, just
 once while the HUD is initializing should do it (keyvalues don't change
 do they?).

 I chose the latter for an entity that was placed in the map, and
 rendered client side by TriAPI. I think some folks were working on
 trying to parse the BSP client side, but ran into trouble keeping
 things in synch...

 I think you've been around longer than I have and may not need it, :)
 but if you want to see an outline of my approach, I did up a tutorial
 (concept mostly) here:
 http://www.tourofdutymod.com/tutorials.php

  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.
 
  Thanks,
  Persuter
 
 
 
 
  _
  Do You Yahoo!?
  Get your free @yahoo.com address at http://mail.yahoo.com
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 ---
 Eighty percent of life is showing up.
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 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlcoders] Map entities client-side

2002-02-12 Thread Pat Magnan

Oops, I guess that was as clear as mud.. ;)

What we wanted to accomplish was this:
- have an animated, transparent thing that our mappers could use for
effects like swaying grass or brush or reeds or whatever
- we thought about sprites, but the engine draws them at 90 degrees to
the player's viewpoint at all times, so they pivot (which isn't quite
what we wanted)

Instead, what we came up with was a scheme where the mappers specify
the origin and angles of the sprite in the BSP, and I shoot a message
for each of these entities from server to client.

Using the origin and angle information, along with the sprite name, I
load the sprite file (on the client), draw a poly four corners of the
sprite (after getting the size of the sprite from the file), texture it
with that sprite, and then rotate it appropriately in space. I also
advance the frame every now and then, in accordance with the framerate
specified in the BSP.

Then, we end up with some swaying grass that while purely 2D, if placed
cleverly by the mappers (a few of them overlapping and at angles to
each other), gives us a sort of effect of a field of swaying grass

I don't know if what you're trying to do could be approached with a
similar scheme or not.. and I sometimes wonder if what we did would be
better done with some models or something, but that was one solution we
came up with :D

We still haven't had any decent test maps done up using this scheme, so
I don't know how useful it will end up being, but I was kinda bored one
weekend, and gave this a try.. :D

 how can u render an entity clientside using TriApi? I mean like if it
was a
 model then you woulldnt use triapi (efxapi?) and how do you get all
of the
 planes of a brush entitiy?


 - Original Message -
 From: Pat Magnan [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, February 12, 2002 9:27 PM
 Subject: Re: [hlcoders] Map entities client-side


  Two solutions come to mind:
  - parse the BSP client side...
  - transmit the value of that keyvalue to the client in a message,
just
  once while the HUD is initializing should do it (keyvalues don't
change
  do they?).
 
  I chose the latter for an entity that was placed in the map, and
  rendered client side by TriAPI. I think some folks were working on
  trying to parse the BSP client side, but ran into trouble keeping
  things in synch...
 
  I think you've been around longer than I have and may not need
it, :)
  but if you want to see an outline of my approach, I did up a
tutorial
  (concept mostly) here:
  http://www.tourofdutymod.com/tutorials.php
 
   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.
  
   Thanks,
   Persuter
  
  
  
  
   _
   Do You Yahoo!?
   Get your free @yahoo.com address at http://mail.yahoo.com
  
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   To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
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  Eighty percent of life is showing up.
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Re: [hlcoders] Map entities client-side

2002-02-12 Thread Pat Magnan

Oops, I guess that was as clear as mud.. ;)

What we wanted to accomplish was this:
- have an animated, transparent thing that our mappers could use for
effects like swaying grass or brush or reeds or whatever
- we thought about sprites, but the engine draws them at 90 degrees to
the player's viewpoint at all times, so they pivot (which isn't quite
what we wanted)

Instead, what we came up with was a scheme where the mappers specify
the origin and angles of the sprite in the BSP, and I shoot a message
for each of these entities from server to client.

Using the origin and angle information, along with the sprite name, I
load the sprite file (on the client), draw a poly four corners of the
sprite (after getting the size of the sprite from the file), texture it
with that sprite, and then rotate it appropriately in space. I also
advance the frame every now and then, in accordance with the framerate
specified in the BSP.

Then, we end up with some swaying grass that while purely 2D, if placed
cleverly by the mappers (a few of them overlapping and at angles to
each other), gives us a sort of effect of a field of swaying grass

I don't know if what you're trying to do could be approached with a
similar scheme or not.. and I sometimes wonder if what we did would be
better done with some models or something, but that was one solution we
came up with :D

We still haven't had any decent test maps done up using this scheme, so
I don't know how useful it will end up being, but I was kinda bored one
weekend, and gave this a try.. :D

 how can u render an entity clientside using TriApi? I mean like if it
was a
 model then you woulldnt use triapi (efxapi?) and how do you get all
of the
 planes of a brush entitiy?


 - Original Message -
 From: Pat Magnan [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, February 12, 2002 9:27 PM
 Subject: Re: [hlcoders] Map entities client-side


  Two solutions come to mind:
  - parse the BSP client side...
  - transmit the value of that keyvalue to the client in a message,
just
  once while the HUD is initializing should do it (keyvalues don't
change
  do they?).
 
  I chose the latter for an entity that was placed in the map, and
  rendered client side by TriAPI. I think some folks were working on
  trying to parse the BSP client side, but ran into trouble keeping
  things in synch...
 
  I think you've been around longer than I have and may not need
it, :)
  but if you want to see an outline of my approach, I did up a
tutorial
  (concept mostly) here:
  http://www.tourofdutymod.com/tutorials.php
 
   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.
  
   Thanks,
   Persuter
  
  
  
  
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RE: [hlcoders] Map entities client-side

2002-02-09 Thread randomnine

--
Alternatively, there's code in DMC which loads in the teleporters on the client which 
you can bastardise if you want and which isn't GPL'd.

-randomnine-

-Original Message-
From : James Williams [EMAIL PROTECTED]
To : [EMAIL PROTECTED]
Date : 09 February 2002 08:10:05
Subject : RE: [hlcoders] Map entities client-side
 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.


-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] 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.


-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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