maybe a hack.. but get the bone position server and message it to the client? yeah yeah yeah, I know its a hack.. but if it works would yah use it?
-Ron > -----Original Message----- > From: Cortex [mailto:[EMAIL PROTECTED]] > Sent: Friday, February 15, 2002 07:16 > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Bone position > > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > unfortunately, I want to get the bone position client-side... > But anyway, server side, > GET_BONE_POSITION could be used. > > - Cortex : mapper & coder www.hlalbator.fr.st > ----- Original Message ----- > From: Patrick Phillips > To: [EMAIL PROTECTED] > Sent: Friday, February 15, 2002 12:56 PM > Subject: Re: [hlcoders] Bone position > > > Well, what I wonder about that is, is there a nice way to > get that bone > position from the client to the server? > > > >From: "Cortex" <[EMAIL PROTECTED]> > >Reply-To: [EMAIL PROTECTED] > >To: <[EMAIL PROTECTED]> > >Subject: Re: [hlcoders] Bone position > >Date: Fri, 15 Feb 2002 11:21:20 +0100 > > > >This is a multi-part message in MIME format. > >-- > >[ Picked text/plain from multipart/alternative ] > >Thx :) > >Now, I've got a pure C++ problem :( > >How can I access a CStudioModelRenderer function ?? There isn't > >any object of this class... I wanted to make a function > which returns > >the actual position of a bone... Is there any way to get > the position of > >a bone from a global function I can call from other > classes or must I > >code a static function into CStudioModelRenderer ???? > > > >Thx :) > > > > - Cortex : mapper & coder www.hlalbator.fr.st > > ----- Original Message ----- > > From: Ken Birdwell > > To: '[EMAIL PROTECTED]' > > Sent: Friday, February 15, 2002 12:35 AM > > Subject: RE: [hlcoders] Bone position > > > > > > Assuming you've already called StudioSetupBones(), the > transformed, > >blended, > > frame accurate position is in: > > m_plighttransform[iBone][0][3], m_plighttransform[iBone][1][3], > > m_plighttransform[iBone][2][3]. > > > > -----Original Message----- > > From: Cortex [mailto:[EMAIL PROTECTED]] > > Sent: Thursday, February 14, 2002 12:04 PM > > To: [EMAIL PROTECTED] > > Subject: Re: [hlcoders] Bone position > > > > > > Taking inspiration of your LookupBone function, I've done one : > > > > void GetOrgBone ( void* pmodel, char *name, float* org ) > > { > > studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; > > > > if (!pstudiohdr) > > return; > > > > mstudiobone_t *pbones = (mstudiobone_t *)( (byte > *)pstudiohdr + > > pstudiohdr->boneindex ); > > > > for (int i = 0; i < pstudiohdr->numbones; i++) > > { > > if (stricmp(pbones[i].name, name) == 0) > > { > > org[0] = pbones[i].value[0]; // I have to add > >pEnt->origin > > later > > org[1] = pbones[i].value[1]; > > org[2] = pbones[i].value[2]; > > return; > > } > > } > > return; > > } > > > > I think it'd work nice but... the origin of the bone I > want ( "Bip01 L > > Foot" ) is always the same (its origin is perhaps > coherent, x and y are > > equal to 0 :-( ). > > So, how could I get the "dynamic" origin of a bone ? > > > > Thx :) > > > > - Cortex : mapper & coder www.hlalbator.fr.st > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the > list archives, > >please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > >-- > > > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the > list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _________________________________________________________________ > MSN Photos is the easiest way to share and print your photos: > http://photos.msn.com/support/worldwide.aspx > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the > list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

