Difference between revisions of "User talk:Beeswax"

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(WorldTwoTextureBlend)
(Assume good faith)
 
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== [[$detail]] page ==
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== QC Commands ==
  
I'm curious as how to the material parameter [[$detail]] works - how the grayscale texture lifts out the details (Does darker pixels gain priority over whiter pixels?), why there would be a need for a different scale of that grayscale image, and how the result would look in-game. --[[User:Andreasen|Andreasen]] 07:07, 11 Jan 2008 (PST)
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* I'm curious as how to the material parameter [[$detail]] works - how the grayscale texture lifts out the details (Does darker pixels gain priority over whiter pixels?), why there would be a need for a different scale of that grayscale image, and how the result would look in-game. --[[User:Andreasen|Andreasen]] 07:07, 11 Jan 2008 (PST)
 
:: I have no idea :) You might try posting your question in the [[$detail]] talk page and see if anyone else does, or do some (really tedious!) trial and error experiments yourself. Sorry I can't be more help. Good luck. --[[User:Beeswax|Beeswax]] 08:08, 31 Jan 2008 (PST)
 
:: I have no idea :) You might try posting your question in the [[$detail]] talk page and see if anyone else does, or do some (really tedious!) trial and error experiments yourself. Sorry I can't be more help. Good luck. --[[User:Beeswax|Beeswax]] 08:08, 31 Jan 2008 (PST)
  
== $texture2 ==
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* [[$texture2]] : You claim that this parameter is used for other shaders than [[UnlitTwoTexture]]. Is this a typo of some sort? --[[User:Andreasen|Andreasen]] 13:27, 12 Feb 2008 (PST)
You claim that this parameter is used for other shaders than [[UnlitTwoTexture]]. Is this a typo of some sort? --[[User:Andreasen|Andreasen]] 13:27, 12 Feb 2008 (PST)
 
  
== WorldTwoTextureBlend ==
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* Also you have confused [[WorldTwoTextureBlend]] with [[WorldVertexTransition]]. I've corrected all the entries, but you should perhaps ''double-check your articles'' for more mistakes. (Yes, the in-game errorhandler speak of ''WorldTwoTextureBlend'' as if it's for displacements, but it's wrong.) --[[User:Andreasen|Andreasen]] 14:10, 12 Feb 2008 (PST)
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: Andreasen, you clearly understand these things much better than I do! Thank you for your continuous help and insight. Much appreciated. --[[User:Beeswax|Beeswax]] 02:48, 13 Feb 2008 (PST)
  
Also you have confused [[WorldTwoTextureBlend]] with [[WorldVertexTransition]]. I've corrected all the entries, but you should perhaps ''double-check your articles'' for more mistakes. (Yes, the in-game errorhandler speak of ''WorldTwoTextureBlend'' as if it's for displacements, but it's wrong.) --[[User:Andreasen|Andreasen]] 14:10, 12 Feb 2008 (PST)
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== prop_data ==
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 +
It would be more polite to discuss these changes, since they were made with a concious decision, than to simply change them back (I might ask you, were I in that mood, to please be more careful when editing other people's work). As it happens, I disagree with all of them so far! --[[user:TomEdwards|TomEdwards]] 08:47, 1 Apr 2008 (PDT)
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:: Please check the change log if you are not clear who's work you are deleting. Unsubstantiated Opinions should be voiced in the discussion page rather than obliterating properly researched information or received wisdom. If you wish to disagree with something please say why. --[[User:Beeswax|Beeswax]] 08:55, 1 Apr 2008 (PDT)
 +
:::Huh? [http://developer.valvesoftware.com/w/index.php?title=Prop_Data&diff=0&oldid=72651 These are the "restorations" of yours of work that I've "deleted" that I'm talking about.] --[[user:TomEdwards|TomEdwards]] 09:14, 1 Apr 2008 (PDT)
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:::: Why should I ''need'' to manually restore information that I wrote only 24 hours ago ? IMO you are too ready to delete information whose significance you do not recognise. Please see my attempt to find a way of working together on this posted on [[Talk:Prop Data]] --[[User:Beeswax|Beeswax]] 09:38, 1 Apr 2008 (PDT)
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==Categories==
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Why are you removing categories from like every entity your editing? thoose things keep things organzied and usefull and their automatic, rather than having to manually upkeep the page. --[[User:Angry Beaver|Angry Beaver]] 14:21, 15 Apr 2008 (PDT)
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: I've replaced them with template tags, the tags allow multi-categorisation en masse. See [[:category:Source Base Entities]]. --[[User:Beeswax|Beeswax]] 14:59, 15 Apr 2008 (PDT)
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: As a side note, categories which are not manually maintained seem to get filled up with all kinds of rubbish! for example I had to remove several Entity docs from the [[:category:Abstract Mapping]] which is quite clearly intended for general overview articles. I came across at least 1 category which had about 4 articles (which were hardlinked together anyway) but had no other pages linking to it ie no references. I left it alone but I was sorely tempted to mark it for deletion. --[[User:Beeswax|Beeswax]] 15:08, 15 Apr 2008 (PDT)
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== LOD metric ==
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 +
The [[$lod]] metric specification listed on [[LOD system]] is incorrect. The LOD metric is ''not'' based on distance in meters, it's a metric based largely on screen-space (size). Because models are radically different sizes, doing LOD based on distance isn't very useful. I'll look into posting a more precise definition (it's fairly complex as I recall), but it's not really based on distance. The practical way to achieve a good set of LOD metrics is to use the HLMV Model tab to find numbers where the LOD transitions with a low amount of visual popping. --[[User:JeffLane|JeffLane]] 18:52, 29 Apr 2008 (PDT)
 +
: Thanks Jeff! I must have picked up the meter-metric confusion from some older doc ... Chinese Whispers! I thought it was odd but never actually doubted it!  If you could clear that one up I for one would be very happy. --[[User:Beeswax|Beeswax]] 19:39, 29 Apr 2008 (PDT)
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== Assume good faith ==
 +
 
 +
There has been a pattern with [http://developer.valvesoftware.com/w/index.php?title=Exporting_a_model&curid=15467&diff=0&oldid=0&rcid=96679 multiple] [http://developer.valvesoftware.com/w/index.php?title=Skeletal_animation&curid=15595&diff=0&oldid=0&rcid=96667 recent ] [http://developer.valvesoftware.com/w/index.php?title=Skeletal_animation&diff=prev&oldid=76561 edits] between you and [[User:TomEdwards]] that have not been very constructive (on [http://developer.valvesoftware.com/w/index.php?title=Skeletal_animation&diff=77037&oldid=76779 both sides]). The VDC is a community-based site, so [http://en.wikipedia.org/wiki/Wikipedia:Assume_good_faith assuming good faith] is critical. [http://en.wikipedia.org/wiki/Wikipedia:Edit_war Edit wars] and other conflicts are not something that should be necessary.
 +
 
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Please keep the following in mind to try to avoid conflicts:
 +
* Always [http://en.wikipedia.org/wiki/Wikipedia:Assume_good_faith assume good faith].
 +
* Attempt to [http://en.wikipedia.org/wiki/Wikipedia:Dispute_resolution resolve the dispute] without an edit war.
 +
* Use the Talk page of articles to discuss large changes or reverts ''before'' making changes.
 +
* Disagreements can often be avoided by making smaller edits of other editor's recent work instead of large monolithic ones.
 +
* Keep in mind that editors overall want to improve the quality of the content; they may just see things from a different point of view. Discussion can help learn that point of view without conflicts.
 +
 
 +
--[[User:JeffLane|JeffLane]] 16:23, 23 May 2008 (PDT)

Latest revision as of 23:23, 23 May 2008

I see you're categorizing the QC Commands, awesome idea, and thanks for actually doing it :P --Frostbite 17:39, 7 Nov 2007 (PST)

LOL I just started! Can you help? Beeswax 17:43, 7 Nov 2007 (PST)
Yeah I would, but I'm quite busy tonight. Sorry D: --Frostbite 17:44, 7 Nov 2007 (PST)
OK, well I'll see how far I get ... if you want to check up on what I've done tomorrow I'd really appreciate it. My method is simply going through the article QC commands and creating a stub for each one under the category:QC Commands. I hope to cut & paste the various references/bits of material in the stubs, and then sub-categorize into Rigging, Animation, etc ... I'm trying to understand QC so any suggestions are most welcome! Beeswax 17:49, 7 Nov 2007 (PST)


VDC Work

Man you have done quite alot of work today, and for that i award you! With love, but i will out up an award on your page soon. Great Job.--Gear 18:30, 8 Nov 2007 (PST)

Thanks for the encouragement - I hope I'm not making too many mistakes ... if you spot any: please please fix them or let me know. Cheers. Beeswax


QC Commands

  • I'm curious as how to the material parameter $detail works - how the grayscale texture lifts out the details (Does darker pixels gain priority over whiter pixels?), why there would be a need for a different scale of that grayscale image, and how the result would look in-game. --Andreasen 07:07, 11 Jan 2008 (PST)
I have no idea :) You might try posting your question in the $detail talk page and see if anyone else does, or do some (really tedious!) trial and error experiments yourself. Sorry I can't be more help. Good luck. --Beeswax 08:08, 31 Jan 2008 (PST)
  • Also you have confused WorldTwoTextureBlend with WorldVertexTransition. I've corrected all the entries, but you should perhaps double-check your articles for more mistakes. (Yes, the in-game errorhandler speak of WorldTwoTextureBlend as if it's for displacements, but it's wrong.) --Andreasen 14:10, 12 Feb 2008 (PST)
Andreasen, you clearly understand these things much better than I do! Thank you for your continuous help and insight. Much appreciated. --Beeswax 02:48, 13 Feb 2008 (PST)

prop_data

It would be more polite to discuss these changes, since they were made with a concious decision, than to simply change them back (I might ask you, were I in that mood, to please be more careful when editing other people's work). As it happens, I disagree with all of them so far! --TomEdwards 08:47, 1 Apr 2008 (PDT)

Please check the change log if you are not clear who's work you are deleting. Unsubstantiated Opinions should be voiced in the discussion page rather than obliterating properly researched information or received wisdom. If you wish to disagree with something please say why. --Beeswax 08:55, 1 Apr 2008 (PDT)
Huh? These are the "restorations" of yours of work that I've "deleted" that I'm talking about. --TomEdwards 09:14, 1 Apr 2008 (PDT)
Why should I need to manually restore information that I wrote only 24 hours ago ? IMO you are too ready to delete information whose significance you do not recognise. Please see my attempt to find a way of working together on this posted on Talk:Prop Data --Beeswax 09:38, 1 Apr 2008 (PDT)

Categories

Why are you removing categories from like every entity your editing? thoose things keep things organzied and usefull and their automatic, rather than having to manually upkeep the page. --Angry Beaver 14:21, 15 Apr 2008 (PDT)

I've replaced them with template tags, the tags allow multi-categorisation en masse. See category:Source Base Entities. --Beeswax 14:59, 15 Apr 2008 (PDT)
As a side note, categories which are not manually maintained seem to get filled up with all kinds of rubbish! for example I had to remove several Entity docs from the category:Abstract Mapping which is quite clearly intended for general overview articles. I came across at least 1 category which had about 4 articles (which were hardlinked together anyway) but had no other pages linking to it ie no references. I left it alone but I was sorely tempted to mark it for deletion. --Beeswax 15:08, 15 Apr 2008 (PDT)

LOD metric

The $lod metric specification listed on LOD system is incorrect. The LOD metric is not based on distance in meters, it's a metric based largely on screen-space (size). Because models are radically different sizes, doing LOD based on distance isn't very useful. I'll look into posting a more precise definition (it's fairly complex as I recall), but it's not really based on distance. The practical way to achieve a good set of LOD metrics is to use the HLMV Model tab to find numbers where the LOD transitions with a low amount of visual popping. --JeffLane 18:52, 29 Apr 2008 (PDT)

Thanks Jeff! I must have picked up the meter-metric confusion from some older doc ... Chinese Whispers! I thought it was odd but never actually doubted it! If you could clear that one up I for one would be very happy. --Beeswax 19:39, 29 Apr 2008 (PDT)

Assume good faith

There has been a pattern with multiple recent edits between you and User:TomEdwards that have not been very constructive (on both sides). The VDC is a community-based site, so assuming good faith is critical. Edit wars and other conflicts are not something that should be necessary.

Please keep the following in mind to try to avoid conflicts:

  • Always assume good faith.
  • Attempt to resolve the dispute without an edit war.
  • Use the Talk page of articles to discuss large changes or reverts before making changes.
  • Disagreements can often be avoided by making smaller edits of other editor's recent work instead of large monolithic ones.
  • Keep in mind that editors overall want to improve the quality of the content; they may just see things from a different point of view. Discussion can help learn that point of view without conflicts.

--JeffLane 16:23, 23 May 2008 (PDT)