Hi, Thanks for the info. However, last time I looked (I don't have the source on front of me) that 'weapon list' is bounded by a "if (IsSpectator())" check for HLTV only, I need it to work when not HLTV. Or do you have to remove all those HLTV only checks if you want to use 'spectator cams' in game?
Mark. -----Original Message----- From: Brandon "Axis" Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 16:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam "the view->model pointer is null." Look at V_FindViewModelByWeaponModel() in view.cpp. Here you replace the p_model of the player entity we are spectation with the correct v_model. This list has to be manually updated with your current ingame weapons. view->model will not be saved for us to know about other player entities client side. However we do know what their p_model is b\c its rendered to us when we look at them. So plug in your weapons into this list and that should solve that problem. "My problem is the camera seems to be tracking the player correctly but it is at their feet not their 'eyes'" This I dont know really. I would suggest running in debug mode and stepping into the view.cpp. Mainly focus on V_CalcRefdef() which should call V_CalcSpectatorRefdef() then if in First Person mode should call V_CalcNormalRefdef() Be watching for the viewangles being set and how they are offset ect. Hope that points you in the right direction. -Brandon Programmer for Day of Defeat -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Tuesday, October 08, 2002 4:32 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] First Person Deadcam Sorry, I wasn't clear enough. You become a spectator when you are dead in my mod (like CS) and I was talking about the 'First Person Cam' in the spectator mode when you are looking through a 'living' players view so his p_model and v_model would be intact (I don't use p_models in my mod anyway). My problem is the camera seems to be tracking the player correctly but it is at their feet not their 'eyes' and the view->model pointer is null. Thanks, Mark. -----Original Message----- From: Brandon "Axis" Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 00:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam B\c I believe at the point of death (death animation being played) the p_models are not shown b\c all items are removed from the player. Player is just a stripped entity that is doing a death animation then his model is not drawn till you spawn() again. If you wanted the p_model to stay longer you would have to store off the current p_model at point of death and keep the pev->weaponmodel set during death animation I would think. Hope that helps, -Brandon Programmer for Day of Defeat -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Monday, October 07, 2002 4:26 AM To: '[EMAIL PROTECTED]' Subject: [hlcoders] First Person Deadcam Hi, I merged with SDK2.3 and got it all running. The first person deadcam works but there is no weapon model displayed. Any idea why? or where I should be looking? Thanks, Mark. www.planethalflife.com/vampire www.planethalflife.com/ios __________________________________________________________ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. _______________________________________________ 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 __________________________________________________________ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __________________________________________________________ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. _______________________________________________ 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 __________________________________________________________ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __________________________________________________________ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders