The player model changes fine Ken and there are 4 subskins. The view weapon model also has 4 subskins but it won't change.... i set the player skin and from what you say it should also change the view model.... but it doesn't and this is from a fresh sdk install.
I used a fresh sdk straight off the assembly line and changed the player model and the weapon view model(v_myweapon) still remains skin 1. I'll look over the model again to make sure its all ok... but its showing itself properly in half life model viewer so i don't see how it can have a problem. You sure its possible to change the skin on the weapon view model without incorporating it into a submodel of the weapon like what is done with the python???? cause to date i haven't seen a mod that does it with no sub groups and just a skin list. ----- Original Message ----- From: Ken Birdwell <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, April 15, 2002 10:40 AM Subject: RE: [hlcoders] v_weaponmodels skin changing > how to debug your problem: > > 1) Test your model in either the model viewer or as a cycler in a map where > you've set its "skin" to be something other than 0 and you're sure that your > textures are in fact changing > > 2) As a test, hack into your game dll and set the players skin to something > other than 0. In firstperson mode you should see that the viewmodel also > changes its skin. If so, go to #9 > > 3) Huh, didn't work. Is pev->skin being networked for the player? Is it > being overwritten somewhere on the client? As a test, make a version of the > player model that has a obvious skin change (like bright purple or > something) and make sure you can see it in thirdperson mode (and not just to > other clients). > > 4) If you can't see the skin change on the player, then the data is probably > not being networked or it's being overwritten somewhere on your client. Do > you have any code on the client that changes skin? If so, comment it out or > hack it to be something other the skin you want to see. Does it change? > > 5) Still not working? Is it being networked? Look at your network tables > and see if its there. If so, make sure it's being set in the game dll (and > it is stable, i.e. not being overwritten with some other code in your game > dll) and then check its state in the client dll (write some code that'll hit > your breakpoint if the skin value is non-zero). They should match. > > 6) Your player model should be working now and using the alternate skin. If > it's still not, then you've probably missed something in your client dll > where you're stomping on your skin setting. I can't help you, you just need > to find your bug and restart at #2. > > 7) Yeah! It works, the player model is changing! Go back into firstperson > and look to see if the viewmodel is now also changing. If it's not, are you > sure you're sending down a valid skin number? They wrap ya know. If like, > you set it to "2" and you only have skin 0 and skin 1, then it'll wrap > around and pick skin 0 again. Make sure you're picking a valid skin number. > > 8) Still doesn't work? You sure your viewent is the player? If you're > calling SET_VIEW() anywhere, such as your using a camera or something, then > you're not using the player. I thought I mentioned this earlier. Oh well, > the problem is that the skin is being taken from this entity, not the > player. Opps, oh well, hack that entities skin to something other than 0 > and try it. It'll change now. If not, then you're probably doing something > too complicated and I can't help you. > > 9) Cool, but that's probably not quite what you want. You have players > skins, but they don't match the viewmodel skins so you don't want to use > that variable. Well, you can either make them match (textures are unique by > name per model so if you list the same textures multiple times it won't use > up more memory so just make them match) or you can find some spot on the > client to overwrite the clients skin value, maybe in HUD_WeaponsPostThink(), > but to be honest I'm not sure that's the best place. > > -----Original Message----- > From: Christopher Long [mailto:[EMAIL PROTECTED]] > Sent: Sunday, April 14, 2002 4:08 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] v_weaponmodels skin changing > > > in other words since the player skin is changing the weapon one should as > well... but there is something wrong with the weapon models qc file or > something? Is that what your saying... if its not could please explain > better i find the last bit hard to follow... do you mean if the players skin > and model groups are changing then the weapon should or what? > _______________________________________________ > 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

