[UTILITY] Jed's version of HLMV


Trp. Jed
08-12-2003, 09:01 AM
Hej All,

I didnt want to release this until it had at least all the same features as Mugsy's version so I added in event support this morning.

Anyway, theres a few extra bits and pieces in it but its still work in progress.

However its good enough to be used as a public Beta so I figured I would release it so far.

Its stilla bit buggy and you can see a list of current known bugs from the download page.

http://www.wunderboy.org/3d_games/utils/hlmv.php

- Jed

Foley
08-12-2003, 09:05 AM
Hip, hip, hooray!

rotzbua
08-12-2003, 09:06 AM
ur a god :D

Trp. Jed
08-12-2003, 09:14 AM
Originally posted by rotzbua
ur a god :D

And like a good I'm open to offerings.

Please use the donation buttons provided :D

- Jed

Conscript
08-12-2003, 09:18 AM
In the words of a French knight...'Oh yez, its verr nice!'

ripa
08-12-2003, 09:59 AM
gg

JoJo
08-12-2003, 10:03 AM
Change the words 'on the beach' in the Song 'I wanna had sex on the beach' with 'Trp. Jed' and you know how I feel...

GG, you get ICE CREAM (http://www.jojosplace.net/DoD/images/hmmm.jpg) and COOKIES (http://www.beantree.com/about/images/cookies.jpg)!

ENJOY!

Ska Wars
08-12-2003, 10:08 AM
Originally posted by Conscript
In the words of a French knight...'Oh yez, its verr nice!'

LMAO, can't beat a bit of python.

Great work jed, this is probally one of the best little bits of kit ever released on MSA. This will save us all and hell of alot of time, bloody amazing!

Ska

08-12-2003, 10:17 AM
Hmmm, jed, great job. But, I don't seem to be able to get the transparency working on other mods. It's probably because of the different compiler.

08-12-2003, 10:19 AM
Originally posted by ripa
gg

Rabid Whale
08-12-2003, 11:06 AM
Yay! I can actually preview the glass in my new jeep model! Thank you so much Trp. Jed! :D

=DD=Wolf Kahler
08-12-2003, 01:45 PM
NICE, Jed! Thank you so much. :)

AFG
08-12-2003, 01:50 PM
GJ!
STICKY!

=DD=Wolf Kahler
08-12-2003, 02:43 PM
I don't know which one's better, but I posted news about both on E&C. Since both are pretty much beta and liable to change at any time, it's probably best for us not to host mirrors.

Arsenal
08-12-2003, 02:43 PM
Thank you Jed. Probably one of the most useful and appreciated releases in a long time.

I'll see about giving ya a donation on PayPal, I feel guilty that I haven't yet considering the enjoyment I get from your Can para set. Just need to get some money now....... Everyone else who uses this should do the same IMO, even if it's only $5

Trp. Jed
08-12-2003, 02:55 PM
Originally posted by Jamil
Hmmm, jed, great job. But, I don't seem to be able to get the transparency working on other mods. It's probably because of the different compiler.

Only DoD supports Transparency and Additive textures at the momement. It will be supported in other mods with the next Half-Life patch.

- Jed

08-12-2003, 03:14 PM
the battle grounds supports transparency. natural selection supports transperency.

Trp. Jed
08-12-2003, 03:16 PM
Originally posted by Vctrmaster
the battle grounds supports transparency. natural selection supports transperency.

Guess they included the modded HL Dll's with them then! :)

- Jed

Lt. Firmalo
08-12-2003, 03:37 PM
Thanks Jed! *Gives Jed a kiss* :)

08-12-2003, 04:52 PM
Bah. All half-life mods support the transparency dlls if you've got them installed. I've got it working under several mods, such as counter strike. But like I said before, when I attempt to view anything that isn't compiled with the DoD specific compiler, it just doesn't work. Just saying you might want to look into it if you would like to see your program used as a general tool for half-life.

MaRzY
08-12-2003, 04:52 PM
Top stuff........:)

You have added some useful features to this program, that i'm sure alot of peeps like myself are very happy with. One feature everyone will benifit from, is the time and work saved when it comes to making a texture transparent, additive or chrome. I just hope some of those benefits come back your way...:) you deserve it for all you hard work.

Thx Jed

Trp. Jed
08-12-2003, 05:37 PM
Originally posted by Jamil
Bah. All half-life mods support the transparency dlls if you've got them installed. I've got it working under several mods, such as counter strike. But like I said before, when I attempt to view anything that isn't compiled with the DoD specific compiler, it just doesn't work. Just saying you might want to look into it if you would like to see your program used as a general tool for half-life.

Well what makes a texture transparent is specified as a texture flag in the MDL. Its possible the DoD studiomdl.exe is the only current one that can compile those flags in from the .qc file.

As for my HLMV, if you want to set a texture as transparent or additive in a model, just open the model, set the flags using the texture tab and press "Save Model"

Thats it, it will set the flags for your directly in the MDL so if your studiomdl.exe doesnt support compiling those textures, the viewer will let you do it anyway.

- Jed

=DD=Wolf Kahler
08-13-2003, 01:11 AM
In layman's terms, the other compilers don't include the little bits we add to the QC files to denote transparency in MDL. The data's just not there to be ported over or relayed by HLMV.

How about donating a little to Chumbalum Soft, while you're at it? :p

ripa
08-13-2003, 04:44 AM
Bug report! (uh oh :o )

This seems to have the same problem as Mugsy's version. The texture quality seems to downgrade badly. You could remove the resizing part completely and leave the textures to their original state (if that's the problem's source and if opengl accepts non-2-powered textures).

Trp. Jed
08-13-2003, 05:29 AM
Originally posted by =DD=Wolf Kahler
In layman's terms, the other compilers don't include the little bits we add to the QC files to denote transparency in MDL. The data's just not there to be ported over or relayed by HLMV.

And as I said, you can set those bits in HLMV and re-save the model if your compiler doesn't set them for you.


How about donating a little to Chumbalum Soft, while you're at it? :p

I already do what with having payed for my copy of Milkshape, the plug-in's I write for it and the pimping of Mete's work on various sites and forums.

Originally posted by
ripa
This seems to have the same problem as Mugsy's version. The texture quality seems to downgrade badly. You could remove the resizing part completely and leave the textures to their original state (if that's the problem's source and if opengl accepts non-2-powered textures).[/B]

Power-of-2 textures are a requirement of 3D hardware. I've read numerous posts on this on OpenGL forums and its only some newer chips that can handle non-power-of-2.

As for the scaling function - I've tried it with my function and OpenGL's built in scaling function and the results are exactly the same, only the OpenGL function takes a LOT longer to do the scaling.

If you can send me the model your looking at that causes the problem I can use it as reference and see if I can figure out whats going on.

- Jed

=DD=Wolf Kahler
08-13-2003, 06:11 AM
Originally posted by Arsenal
I'll see about giving ya a donation on PayPal, I feel guilty that I haven't yet considering the enjoyment I get from your Can para set. Just need to get some money now....... Everyone else who uses this should do the same IMO, even if it's only $5

I was referring to this, Jed. ;)

08-13-2003, 08:01 AM
You mean the compiler I got off of VERC to do the transparency code? Man, I'll get some pictures and just show you since you obviously won't give me the benefit of the doubt.

08-13-2003, 08:15 AM
Example.

In Half-Life (http://www3.sympatico.ca/farouq/InHL.jpg)

In HLMV (http://www3.sympatico.ca/farouq/InHLMV.jpg)


And yes, that is your version of HLMV if you're going to start doubting me on that too. The events list was on the bottom of the screen, but I cropped it out.

MaRzY
08-13-2003, 10:41 AM
Originally posted by Jamil
Example.

In Half-Life (http://www3.sympatico.ca/farouq/InHL.jpg)

In HLMV (http://www3.sympatico.ca/farouq/InHLMV.jpg)


And yes, that is your version of HLMV if you're going to start doubting me on that too. The events list was on the bottom of the screen, but I cropped it out.

Where can i find that model plz, i would like to run some tests on it.

08-13-2003, 11:25 AM
The original is available here.
http://csnation.counter-strike.net/content/sotd.php?id=2313

I just set the additive transparency flags on the glass for my own purposes.

I put it up for you here, Marzy.

http://www3.sympatico.ca/farouq/sas.zip

MaRzY
08-13-2003, 11:43 AM
Well i don't know if this is the same model, but i will have a look at the one you have posted a link to in a min. But all i have done is lighten the texture a little and just turned additive on.

Pic cs model additive (http://homepage.ntlworld.com/scitzo/csadditive.jpg)

08-13-2003, 11:56 AM
Did you remove the chrome flag?

Edit:
I just tried it out. It was the chrome flag. I guess it's a bug in your software jed. ;)

=DD=Wolf Kahler
08-13-2003, 04:03 PM
I think it's possible in MS3D to layer a second texture over the first with a chrome setting, isn't it? Is that usable by HL? Are there any special QC flags that can be used to acheive that effect? To get chromed transparency, I mean.

08-13-2003, 04:10 PM
It is possible to have both the transparency and chrome flag active at the same time, in Half-Life anyway. Just use the same procedure of putting 'chrome' in the name of the texture you want chromed. I believe a guy called podunkin was showing off his sheen effect pistol, where he just places a transparent chrome texture over the gun.

Trp. Jed
08-13-2003, 05:38 PM
Jamil,

Open your model in HLMV and find the texture called visorframe.bmp and set turn on its additive flag, then look at your model.

For some bizzare reason the texture on that part of the model is totally tripping out OpenGL.

- Jed

Trp. Jed
08-13-2003, 05:41 PM
Ripa,

I've downloaded HLMV 1.24, 1.25 and the 1.24 version from valve-erc and I can see no difference in how the textures look in any of those versions.

I've even downloaded the source to 1.24 and looked at the scaling code and even though it sets a max size of 512, there is no difference in what its doing in those versions.

So either there is something very strange going on in your system or you've got some other version I dont know about.

- Jed

08-13-2003, 05:41 PM
Ah, awesome. Good work, Jed.

Trp. Jed
08-13-2003, 05:45 PM
Yeah I cant figure out why its doing that. It must be some bizzare factor in the model thats causing OpenGL to have problems with it.

The thing is, the code in HLMV is not the same code as used in the Half-Life engine, well not the current one anyway.

Most of the code is based on the studio_render.cpp code that is shipped with the HL SDK but its certainly not the code used in the current engine.

Without that its hard to mimmic exactly how HL renders and sorts the model so you have to best guess it and oddities like this can creep in.

- Jed

=DD=Wolf Kahler
08-15-2003, 11:02 PM
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=15233

This thread made me think of you, Jed, as you're being so kind as to add certain necessary functionalities to HLMV. It's a thought I'd love you to consider, if even fleetingly.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.