As explained in a previous topic, the viewmodel skin depends on the player
model skin...
I don't remember the exact thing, but the one who has used the info must be
able to explain this...
- Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
- email : [EMAIL PROTECTED] & ICQ : 71548738
----- Original Message -----
From: "DarkCloud14" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, June 01, 2002 1:36 AM
Subject: Re: [hlcoders] p/w model skins
| This is a multi-part message in MIME format.
| --
| [ Picked text/plain from multipart/alternative ]
| Hi again I've found the following in StudioModelRender.cpp
| and tried to change skin with StudioSetupSkin but with no luck
| can someone tell me what's wrong ??
|
| if (pplayer->weaponmodel)
| {
| cl_entity_t saveent = *m_pCurrentEntity;
|
| model_t *pweaponmodel = IEngineStudio.GetModelByIndex(
pplayer->weaponmodel );
|
| // Test Test Test
| IEngineStudio.StudioSetupSkin( pweaponmodel, 1 );
|
| m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata
(pweaponmodel);
| IEngineStudio.StudioSetHeader( m_pStudioHeader );
|
| StudioMergeBones( pweaponmodel);
|
| IEngineStudio.StudioSetupLighting (&lighting);
|
| StudioRenderModel( );
|
| StudioCalcAttachments( );
|
| *m_pCurrentEntity = saveent;
| }
|
|
| THX
| --
|
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