> Do you want to rotate the player model but NOT the player's view?

No, I want the model to be facing in the same direction as the view, so that if the 
view angles were, for example, pitch +90, yaw 0, roll 0, the model should be facing 
straight down (along the negative z axis) with the body extended along the x axis 
(head in the positive x direction).

> Do you have entries in delta.lst for all three angles?

I'll admit to being a total newbie with respect to the messaging system (only been 
working with the SDK for a month or so), but as far as I can tell, the entries are in 
delta.lst by default.  In fact, by adding code to assign the view angles 
(pev->v_angle[]) to the model angles being sent in the state structure 
(state->angles[]) in AddToFullPack, I found I could get it to work.  The weird thing 
is that if I change pev->angles, for example in pm_shared.c, the changes to pitch and 
roll are zeroed out (best I can tell by the engine) and are never sent in the 
entity_state_s structure.

> In my mod (offworld) the player is as likely to be at any angle as any
> other. I set the angles in the phisics code (pm_shared.c). Do you want
> to rotate the player model but NOT the player's view? That would be
> different.

Are not the view and the model position independent?  I thought that was why there 
were two sets of angles: v_angle[] and angles[] in the entvars struct.  I'm glad you 
replied, because I had been wondering if your mod is multiplayer, since what I am 
trying to do is a zero-G multiplayer mod (in open space, no attaching to walls).  Is 
Offworld multiplayer?  If so, are your models correctly positioned when viewed by 
another player?  If it's only single player, how do you know what angle the model is 
rendered at, since (unless you have chase mode on) the player model is never rendered 
in singleplay?

I have been able to get the angles sent, as mentioned, but the solution is inelegant.  
I'm also not sure that the angles are interpreted the same when applied to the player 
model as when applied to the view angle (in fact, it seems that pitch at least is 
opposite in sign).  Thanks for the help.  And I'll be interested to see what Offworld 
looks like when finished.  I would have offered to help, but it sounded like you 
didn't need another coder.

Sorry the post is so long.

Jim


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