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.
> 


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