(player/newmodelname.mdl);
But you will also need to precache it. Do that in the ::Precache()
function like this:
PrecacheModel( models/newmodelname.mdl );
There ya go. New model
David Nelson wrote:
If you go into AI_InitUtils.cpp and remove the setmodel() in the ::Spawn
function and then run
@list.valvesoftware.com
Subject: Re: [hlcoders] sp already has a full player model
I guess not. I dont see how it wouldnt work. But I do work with the MP
SDK rather then the SP. I dont know how it would be different.
David Nelson wrote:
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But actually
I recently learned that in AI_InitUtils.cpp if you remove the SetModel
component in the Spawn() function the player.mdl goes away. I changed the
precache function to include the barney model and set it to the barney model
but ended up with a huge ugly crash. Why is this? And why would the game
If you go into AI_InitUtils.cpp and remove the setmodel() in the ::Spawn
function and then run the game and type 3rd person, then load the same map
you just laded a big grey model appears.. seems strange, its flatshaded and
no animations besides an idle exist. Still am lost as how to set the
In hl2_player.cpp I added the line in ::Precache():
PrecacheModel(models/barney.mdl);
And then in the ::spawn() (same file hl2_player.cpp)
I changed the SetModel( models/player.mdl ); to:
SetModel( models/barney.mdl );
When I run the game and hit third person it doens't show any model. Is
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I think he probably needs to read Half-Life 2's history in the Raising the
Bar book, Gamespot's articles, and the various other articles about how
Half-Life came to be. (Originally it got its ideas from the book Mist (by
Stephen King I think))
I've been looking everywhere trying to find out how to make the pistol as
strong as the 357. I've modified the ammo, added the CVars, and searched
the solution and scripts many times over to figure out the difference
between the 357 and pistol code wise. I can't seem to find what makes the
357's
I have been trying to download GCFScape or find any other tool to get into
the GCF files but can't seem to download it at nemessis' website.. how can I
get the models inside the source.gcf file?
Thanks,
David
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hey, how can we view sprites in the vtf format?
Thanks,
david
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Where is ammo declared and given properties?
I've seen in in the impulse commands and in the script files but where do I
start creating my own ammo?
David
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I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol.
But where is the cvar assigned a value of how much damage to do? Is this
done with the DMG_BULLET? Or can you set a value to it?
Thanks,
David
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] sk_plr_dmg_pistol
You can set the damage for a bullet in that weapon's script file.
On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson [EMAIL PROTECTED]
wrote:
I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol.
But where is the cvar assigned a value of how much damage to do
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I do agree that people are to lazy... and after being around for the 1st SDK
I really understand what you mean and remember the people who just copied
and pasted the tutorials.
I think maybe making some tutorials that explain a feature and
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If you choose the modify half-lief 2 option, this stuff would show up.
Actually I did do the modify half-life 2 option and am having the
problems. But thanks for the info everyone and I will check out wavelengths
forums.
Thanks again,
David
I have been searching around trying to figure out how to get the Ammo to
update once a player shoots. I know that UpdateAmmoDisplays(); which is in
hud_ammo.cpp needs to be called. But where do I call this function? Do I
call this every time the player shoots? This seems strange that you have
Ok, I was creating my own weapon and I kept getting the error msg when
trying to run the game:
DataTable missing: No Matching RecvTable for SendTable 'DT_WeaponGun'
I basicly cloned the pistol, and I understand that the client needs to
receive my data table.. but where in the client do I do
I just tried a fresh mod that is completely unedited. When I run it, I don
t see ANY pictures, text, or anything on the hud, in the console, or really
anywhere.
I have this installed under: C:\TestMod
My valve folder is c:\valve\steam\SteamApps\username\...
Could that be the problem? Or why is
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I just tried a fresh mod install that is completely unedited. When I run it
I don't see ANY pictures, text, or anything on the hud, in the console, or
really
anywhere.
I have this installed under: C:\TestMod
My valve folder is
On Fri, 10 Dec 2004 01:10:33 -0500, David Nelson [EMAIL PROTECTED]
wrote:
ok, when I just run my empty mod without any mods from the game.. things
start to disappear as soon as I shoot. The HUD's numbers (health, ammo)
go
blank and I can't see my health etc. Why is this? Do I need to put the
hud
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no there isn't a model for the player. You can type thirdperson while
playing the game and you won't see anything. You have to set you own.
David
---Original Message---
From: [EMAIL PROTECTED]
Date: 12/10/04 12:42:22
To: hlcoders
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Ok, as many have said before, the organization of the SDK is pretty hard to
get used to. I've just got a couple questions about how you go about
editing the SDK.
1) So almost of the changes you make are done in the SDK directories in the
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Sorry, I meant to put this in with the first email and almost forgot. When
developing for single player do you only use the SDK folders or does the HL
DLL folder come into play or is that folder just an example?
Thanks again!
David
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ok, when I just run my empty mod without any mods from the game.. things
start to disappear as soon as I shoot. The HUD's numbers (health, ammo) go
blank and I can't see my health etc. Why is this? Do I need to put the hud
files in my mod directory or something? Also when I hit esc I don't see
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Well since there isn't a player model in the game, how can one be added? I
ve looked through almost all of the the client side and server side code and
couldn't come up with anything except loading an entity's model.
However there is:
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ok.. so with the release of the SDK this week what do you think the surprise
will be?
I'm betting on HL2 Deathmatch or a couple new playable levels.
Any thoughts or ideas?
Thanks,
David
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so why doesn't GCFScape work on all the .gcf files. For me it only works on
half life source.gcf
Thanks,
David
---Original Message---
From: [EMAIL PROTECTED]
Date: 11/22/04 21:55:49
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] RE:
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Sorry about that misunderstanding. I brought this up because while using
the new HLMV I noticed that there are attachment points for a pistol, rifle,
grenades, etc. And the terrorist has one for the bomb on his back. So are
object being
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Hi,
I am just curious as to how the CS:S Bomb is added to the player in a
backpack format during the game. Are the player models physically changed
or is the backpack just added to the model. And if so how is this done?
Thanks for the info,
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I actually am the guy who posted the news on hl2fallout.net. I got the
email directly back after only about 10 mins after I sent them the email.
He said it would be released sometime around the 16th, and later confirmed
within that same week if
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