Trp. Jed
08-18-2003, 05:38 AM
Right,
Just to clear a few things up.
As I've stated time and again, my version of HLMV is a complete hack. I'm NOT a C++ programmer - its just luck that over the past 10 years I've used so many C++ like languages that I can figure most of the C++ source out. The rest of the time has been me looking up stuff in Google.
Secondly, I modded HLMV because there were some features missing in HLMV that *I* needed, like transparency and additive previews. It was a self motivated project and as such, has gone beyond that already with the weapons origin view.
Third, yes, its buggy. Having read the source to HLMV not all of these bugs are actually mine, some appear to be left over from 1.25. Some I've fixed, others have appeared. It happens.
However, as for the stuff a lot of you have asked for, I've listened and looked into it but please consider the following. HLMV means Half-Life Model Viewer - thats what its for, viewing models. Its not some all in one editing suite for Half-Life. The nearest analogy I can draw is that you cant slap wings on the roof of a car and call it an aeroplane.
HLMV isn't built internally with as much flexibility as you might think and to add all the features you want, the only effective way to do it is to wipe the slate clean and start a new HLMV from scratch ands thats something I dont have the skill or motivation to do.
With that said, there probably wont be a release with new features for quite a while if at all from me. Yes, there is a version WITH a crosshair in the origin view (it was a goof that it got left out in 1.1b) but apart from that, the next version will probably be final and just contain bug fixes.
While I appreciate all the support and praise, I've also read a lot of complaints on other forums which doesn't do ones motivation much good. Doing these things takes away time from me that I could be spending doing more enjoyable things. Getting e-mails saying "your viewer sucks because you cant save origins in it" then looking at your logs and realising people have downloaded your DoD stuff 14000 times in the last month and that total donations come to "2", it does make you think "why the fsck do I bother..."
Anyway, polite sarcastic/rant over. Its not directed at anyone in particular, just an observation.
So to re-cap, the next release of my version of HLMV, whenever that is, will probably contain no new features and will probably just contain some bug fixes.
But to answer a few questions that have come up:
Q) Can you add a crosshair in the origin view?
A) Yes, there already is one in the next release.
Q) Does the origin view work for other mods?
A) Possibly. The current origin view is aligned for DoD (as near as I can make out). Theres no guarantee other mods use the same FOV and base alignment for their weapon views but if it works, it works.
Q) Why cant you save the new origins into the MDL?
A) I'm still looking into that. It may be possible but at the moment it looks a little more complicated that say the texture flags.
Q) Why cant you edit/save changes to events/sequences/other random parameter?
A) Because its a VIEWER not and editor. Plus putting that much destructive power into the hands of beginners would generate more "I edited this in HLMV and now my DoD wont load!" posts. Better force people do decompile and learn how to edit a QC properly than give them a tool for their own destruction.
Q) Why dont you add the ability to decompile/compile models into HLMV?
A) Because its more complicated than you think and I dont want to just slap a shell front end to MDLDEC and STUDIOMDL.
Q) Can you make it preview the weapon in the models hands?
A) HLMV is for all mods, not just DoD so you have to consider the wide variation in p_models and alignments. Secondly that would require HLMV to load two models into two MDL structures and for the p_model, find the bone the weapon model is attached to, align it with the relevant hand bone in the main model, rotate and orientate it correctly AND make it keep track of the parent bone during an animation sequence. Forget it. I have enough trouble using strings in C++ properly.
- Jed
P.S. Selbstmord, stop claiming the origin view was your idea on all those other forums ;). I had it working around the time of the first release but I hadn't got it lined up correctly yet so didn't include it until now. :D
Just to clear a few things up.
As I've stated time and again, my version of HLMV is a complete hack. I'm NOT a C++ programmer - its just luck that over the past 10 years I've used so many C++ like languages that I can figure most of the C++ source out. The rest of the time has been me looking up stuff in Google.
Secondly, I modded HLMV because there were some features missing in HLMV that *I* needed, like transparency and additive previews. It was a self motivated project and as such, has gone beyond that already with the weapons origin view.
Third, yes, its buggy. Having read the source to HLMV not all of these bugs are actually mine, some appear to be left over from 1.25. Some I've fixed, others have appeared. It happens.
However, as for the stuff a lot of you have asked for, I've listened and looked into it but please consider the following. HLMV means Half-Life Model Viewer - thats what its for, viewing models. Its not some all in one editing suite for Half-Life. The nearest analogy I can draw is that you cant slap wings on the roof of a car and call it an aeroplane.
HLMV isn't built internally with as much flexibility as you might think and to add all the features you want, the only effective way to do it is to wipe the slate clean and start a new HLMV from scratch ands thats something I dont have the skill or motivation to do.
With that said, there probably wont be a release with new features for quite a while if at all from me. Yes, there is a version WITH a crosshair in the origin view (it was a goof that it got left out in 1.1b) but apart from that, the next version will probably be final and just contain bug fixes.
While I appreciate all the support and praise, I've also read a lot of complaints on other forums which doesn't do ones motivation much good. Doing these things takes away time from me that I could be spending doing more enjoyable things. Getting e-mails saying "your viewer sucks because you cant save origins in it" then looking at your logs and realising people have downloaded your DoD stuff 14000 times in the last month and that total donations come to "2", it does make you think "why the fsck do I bother..."
Anyway, polite sarcastic/rant over. Its not directed at anyone in particular, just an observation.
So to re-cap, the next release of my version of HLMV, whenever that is, will probably contain no new features and will probably just contain some bug fixes.
But to answer a few questions that have come up:
Q) Can you add a crosshair in the origin view?
A) Yes, there already is one in the next release.
Q) Does the origin view work for other mods?
A) Possibly. The current origin view is aligned for DoD (as near as I can make out). Theres no guarantee other mods use the same FOV and base alignment for their weapon views but if it works, it works.
Q) Why cant you save the new origins into the MDL?
A) I'm still looking into that. It may be possible but at the moment it looks a little more complicated that say the texture flags.
Q) Why cant you edit/save changes to events/sequences/other random parameter?
A) Because its a VIEWER not and editor. Plus putting that much destructive power into the hands of beginners would generate more "I edited this in HLMV and now my DoD wont load!" posts. Better force people do decompile and learn how to edit a QC properly than give them a tool for their own destruction.
Q) Why dont you add the ability to decompile/compile models into HLMV?
A) Because its more complicated than you think and I dont want to just slap a shell front end to MDLDEC and STUDIOMDL.
Q) Can you make it preview the weapon in the models hands?
A) HLMV is for all mods, not just DoD so you have to consider the wide variation in p_models and alignments. Secondly that would require HLMV to load two models into two MDL structures and for the p_model, find the bone the weapon model is attached to, align it with the relevant hand bone in the main model, rotate and orientate it correctly AND make it keep track of the parent bone during an animation sequence. Forget it. I have enough trouble using strings in C++ properly.
- Jed
P.S. Selbstmord, stop claiming the origin view was your idea on all those other forums ;). I had it working around the time of the first release but I hadn't got it lined up correctly yet so didn't include it until now. :D