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?
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