Yeah, it has died down. I got 12 messages in 3 days this week. Normally I'd get like 50 in that time span.
--- Philip Plante <[EMAIL PROTECTED]> wrote: > Sorry about that msg by me being on this topic. Meant to hit new not reply > :) > Philip Plante > www.illicitstudios.com > ----- Original Message ----- > From: Ken Birdwell > To: '[EMAIL PROTECTED]' > Sent: Friday, January 11, 2002 4:34 PM > Subject: RE: [hlcoders] sub models related question... > > > You'll have problems with the encoding for pev->body. It's a packed > encoding based on the number of elements in each group. In your example, > let's say the game dll had selected body #1 and head #2. pev->body would be > encoded with the value of 7 ((2)*3+1). The client dll would they try to > apply that to the local model and get head #1 and body #3 (7/4, 7%4). > > What you'll have to do is to have the client dll first decode pev->body > based on the game dll's model, then reencode them for the model that the > client dll is using. You can look through the mstudiobodyparts_t data to > make the mapping. > -----Original Message----- > From: Christopher Long [mailto:[EMAIL PROTECTED]] > Sent: Friday, January 11, 2002 12:57 AM > To: [EMAIL PROTECTED] > Subject: [hlcoders] sub models related question... > > > I am currently adding support for player character submodels and have > come to a little question that i can't figure the answer out to and no its > not coding related just more of a what would happen if this was done. > > Ok question time. > Say i have created a model for a certain class and it has 2 subgroups > - body > - head > and each of this models subgroups has 3 different values > Now i also have another model that can replace this model(call it a > downloaded model) and it has the same sub groups but 4 different values for > each. > > Now in game if i use a vgui menu to allow manipulation of the model piece > what happens if there is a 2 player game and 1 person has the first model and > the other person has the second model i stated. > > Lets say that the player then changes his model to parts > body - 4 > head - 4 > how does the first player view the model? Will it be acceptable for the > player with the more sub group model to see it while the first player > won't???? or will this cause some kind of confussion with what the server has > and what the players don't have??? > > Cause what i am trying to think if i can do and i can do it if it will > work is have it so say you download different models for the mod and models > you download may have different amounts of subgroups and differing amounts of > values for each of these sub groups. Now if it will work but say if another > player in the server doesn't have these extended models will the model they > see be just the model with the first value of each sub group in the > list?????? > > This might be a question for valve if any watch over us here unless > others have thought the same and KNOW the answer. > > Also other questions i had in mind. I haven't looked at this yet but in > model viewer each group and is named and each value for that group is > numbered. Is there someway via coding that i can extract the name from the > model ie extract its sub group name so i can list it under the vgui menu???? > > Soz for the bloody long post but at least i got it all out. > If there is confussion i will try to clarify with a better example > > NOTE - i am not after code as i have that part sorted out i know how to > approach and do it. I am just asking if it will work else there is no point > adding the code now is there :). > > Cheers all and thanks to whoever responds. > __________________________________________________ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders