RE: [hlcoders] Hitboxes

2002-05-05 Thread Martin Webrant
Hehe, well - since I dont use any special magic in the SDK I thought I'd just keep it simple and ask if anyone else noticed and fixed the problem ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Philip (Fiber) Sent: den 4 maj 2002 13:08 To: [EMAIL

RE: [hlcoders] Hitboxes

2002-05-05 Thread Philip (Fiber)
Well, if my memory serves me (sometimes it becomes a lazy slob) the hitboxes are automatically generated when the .mdl is compiled through the bones, however, you can also set up your own hitboxes in the qc file. The file Modelling for Half-Life (or something to that effect) has more information

Re: Wrong Weapons? (was [hlcoders] Wierdest thing ever....)

2002-05-05 Thread Iain Farrell
http://home.attbi.com/~inbeastic/images/airplane2.jpg Ok, this may just be me, but why is he holding an MP5A5 (with what looks like an underslung M203) when the hud icon shows an MP5K? (sorry..I'm a slight gun nut...) If you look really closely, it is the MP5K (as shown on the HUD)

[hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread Frazee
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am trying to write an inventory with a semi transparent image in the background that shows the black for completely transparent. So far, though, I have been unsuccessful (with the background). The

Re: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread botman
I am trying to write an inventory with a semi transparent image in the background that shows the black for completely transparent. So far, though, I have been unsuccessful (with the background). The idea is to make it blend in with the rest of the semi-transparent hud. How do I do that? A

Re: [hlcoders] Semi-transparent TGAs in VGUI?

2002-05-05 Thread Sebastian Steinlechner
In Photoshop, you have to create a new channel. This will then be the alpha channel. Just paint into it in grayscale. White will be completely opaque, black completely transparent. Works fine for me. But it seems like HL scales the images down to 256 colors before displaying them, just like

[hlcoders] deleting animation

2002-05-05 Thread MiK
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] hi i want to delete animations of player. i've deleted the lines of code that changes the pev-sequence to another value that 0, but it doesnt really work, the game return an error each time a move

RE: [hlcoders] deleting animation

2002-05-05 Thread Mazor
Wouldn't you want to edit the player model's QC file after you decompile it? You have to remove the sequence out of the QC script file so it doesn't get put into the model on compile. -Cale 'Mazor' Co-Leader/Programmer Nuke! Hodification http://nuke.valvepit.com [EMAIL PROTECTED] -Original

Re: Wrong Weapons? (was [hlcoders] Wierdest thing ever....)

2002-05-05 Thread Iain Farrell
d'oh! so it is... it's not that I've not played HL before BS...it's just I've not played it recently... but, my case still stands...that's the wrong gun ;o) CaptFarrell ICQ : available on request That's it - screw CNN, from now on - I'm going to rely on Porn sites, for news -=[Clawz]=-

RE: [hlcoders] deleting animation

2002-05-05 Thread David Flor
Huh? You want to delete animations?!? I believe most of the references to pev-sequence are done through a LookupSequence or LookupActivity function call, which means it looks for the ACT_... verb and not the index of the animation itself. Therefore, by modifying the .qc file and recompiling the