Dec. 15, 2004 @ 05:15

I just hacked together MDL Texture Tool, a simple console app that will dump out the textures and locations of textures used in Source model files. Handy as hell if you cant find them or your not sure where to put them.

Dec. 13, 2004 @ 08:27

I’ve added page specifically for downloads and previews of the Source SDK tools and applications I’m writing. It’ll update often as programs are updated and released.

You can find the page here.

Dec. 11, 2004 @ 06:37

I was looking through the Source SDK C++ files and came across a whole bunch of references to TF2. Not that I really played TF1 much, but certainly I dont remember rideable guns, a mini-map or isometric commander view.

Extracts include…


"const.h"

MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.

"c_baseplayer.h"

// Returns the view model if this is the local player. If you're in

// third person or this is a remote player, it returns the active

// weapon (and its appropriate left/right weapon if this is TF2).

"death.cpp"

// It should be positioned by TF2/HL2 separately, and TF2 should

// position it according to the minimap position


"activitylist.h"

//===========================

// TF2 Specific Activities

//===========================

REGISTER_SHARED_ACTIVITY( ACT_RIDE_MANNED_GUN );REGISTER_SHARED_ACTIVITY( ACT_OVERLAY_SHIELD_UP );REGISTER_SHARED_ACTIVITY( ACT_OVERLAY_SHIELD_DOWN );

Well thats just some of them, theres a whole stack of them really. Does this mean TF2 isn’t actually dead?

Dec. 8, 2004 @ 15:17

There comes a point when you have call it quits and no seems a good time.

I just cannot get my head around the most basic things in C++ and its about time I confess I just really suck at this damn language! I end up staying awake all night frustrating myself trying to work stuff out and its just stressing me out. That and I think Nem is getting a bit fed up with me asking him all the time…

That said, looking at the VERC forums, since the Source SDK everyone is already writing or has written the same or similar stuff to what I was working on. The world doesnt need six 3DS Max SMD exporters.

So I think its time I save myself some stress and get some sleep – I’ll quit while I’m ahead and put C++ down as a bad experience and admit I’m just not up to it!

Nov. 26, 2004 @ 21:29

It appears that myself and GingerLord caused a bit of confusion in the DoD world. Or rather, we didn’t cause the confusion – lack of reading by others and rumours caused it.

Seems the picture I posted in my last post of our experiments with the CS:Source SDK got taken out of context and almost 20 DoD sites mistakenly belived that it was an *official picture of the real DoD:Source game. Its both funny and a bit annoying considering that I never claimed it was DoD:Source both in the orignal thread or the repost someone made.

What amazes me is the way people reacted and read so much into the picture – the fact it was obviously the CS:Source HUD they were *horrified* at the idea that player would have to use money to buy weapons and that they were traumatised by the textures in the map.

Anyway, the only apologies I really need to give is to the guys at Valve for any problems it caused, although as I said, we never claimed it was DoD. We certainly weren’t trying to fake pics, its just some people are too damn stupid to read.

Anyway, just to clear up some points…

The map is a convertion of dod_density to Source. Its a straight conversion with no optimisations or new textures. Its the orignal HL1 format 256×256 textures which is why they dont look as nice as the CS:Source textures. Yes, GingerLord is working on some new ones but he had literally spent only a few hours moving the map into Source at the time the screenshot was taken.

The weapon model is just a 1.3 custom model ported to Source. I was messing with the model compiler to see how easy it is to port models to the new Source format. I used this particular one because it was fairly high polycount compared to other HL1 models but not as high as some in CS:Source of Half-Life 2. Yes the scope lens is bright – I was experimenting with shaders and still figuring out the best settings for reflecting the world in a texture.

The player models are my 1.3 British Airborne models. Again, I was just experiementing with the new compiler and some utilities I’d written and just happen to use them as a test model.

Right, well now we’ve cleared that little lot up, if your still curious you can see the pictures in question below:

And just for the hell of it because we got bored…

Movies are XVID4 encoded and should play if you have DivX installed. If not, you can get the XVID codec here.

Nov. 21, 2004 @ 20:33

I’ve been messing with the CS:Source SDK again for the heck of it and had a go and converting Marzy’s scoped Enfield model over to the Source engine.

It went fairly well considering theres nothing in the documentation about how to do it although I’ve got some errors with the animations and the scope reflection is a little powerful but I cant seem to tone it down.

Anyway, heres a pic if you want to take a look.

I finally stumped up the cash for the Steam Silver Package and got the CS:Sauce SDK tonight. Not too bad although rather spartan but I did play around with the sample player model content files. Combine that with the SMD conversion program I wrote last night and Milkshape3D and…

First custom CS:Source player model???

Nov. 12, 2004 @ 00:58

I dont, yet, have a copy of the Source SDK although a couple of people sent me some files from it to look at.

I noticed that the SMD format in Source is slightly different as it adds extra fields for vertex weighting and has an extra bone which *may* be there for legacy reasons or be something to do with with foot position. Anyway, it seems Source uses the old SMD format for some stuff and the newer format for a lot of reference models.

Currently SoftImage XSI is the only program available with an exporter for the new SMD format and I know a lot of people are having trouble getting to grips with it after using stuff as simple as Milkshap3D.

Although there will probably be new exporters for MAX with the release of the full SDK, I expect a few people might want to still use Milkshape even though they can’t take advantage of vertex weighting.

With that in mind I wrote a little command line program which will convert between the new Source SMD format and the old HL1 SMD format. Its fairly easy to use and works pretty well although, obviously, you’ll need to re-assign some vertices as it has to make allowances for Milkshape3D not supporting vertex weights. It will allow you to at least get the SMDs from the Source SDK into Milkshape to play with and export them back out again.

You can download smdconvert here, running it on the command line with no parameters gives you a help screen with how to use it.

Nov. 7, 2004 @ 22:38

Well unless you’ve been living under a rock you probably already know that the Half-Life Source SDK has been released for those lucky enough to own a Source based game.

I’ve already had quite a few e-mails asking me if I’ll update any of my stuff for the Source engine so I figured I’d best say something general here.

At the moment, I don’t have a working copy of the SDK as I dont own, or have the money to buy, one of the Source subscriptions on Steam. Im a bit old fashioned too in that I like to own something physically when I spend money so I’ll probably see if I can find a copy in the stores when it comes out here in Sweden.

Anyway, the current SDK is rather incomplete so trying to do anything with it isnt very worthwhile although its given me an insight into some of the workings of source. I’ve managed to get a very hacked SMD importer for Max and Milkshape put together which supports the new Source SMD format. However there a bit buggy and not really worth releasing.

As for other stuff, yes I’ll probably update GUIStudioMDL to work with the new model compiler once the full SDK is out and I know all the parameters and I’ll actually try and integrate it properly so it doesnt require and external EXE to run.

As for HLMV, well I dont know for sure. I can only modify it if the full SDK includes the source for it. Seeing as its based on an old version of the orignal HLMV which was released as Open Source I would personally hope Valve release the source to it too. Saying that, its now a DirectX application not OpenGL and my knowledge of DirectX programming is minimal at best. Either way, as with the orignal HLMV any modifications I make to it will be based on adding features I need.

Oct. 29, 2004 @ 10:59

Mete Ciragan has just released Milkshape 1.7.2 which now includes my POV-Ray and dotXSI export plugins.