You can alter the code to accept a far far higher submodel limit. We did this in desert crisis and have literally millions of possible combos. You just need to alter the compiler and some engine code. Email ikkyo (DC coder [EMAIL PROTECTED] ) and I'm sure he'd give you the specifics, but it definitely can be done. (And yes the default limit is 255 possible combos, # of submodels in each group multiplied against each other gives you how any you have).
On Sat, 16 Aug 2003 21:12:18 +0200, Rockefeller <[EMAIL PROTECTED]> wrote:
>> Its called limitations of 32bit archetecture. > >You can encode 8 combinations within 3 bits. And a model with 8 >combinations works. > >But with 4 heads, 2 main bodies, 4 extensions ( == 32 possible >combinations, 5 bit encoded) you are FAR from any int, byte or whatever >limit, and that does NOT work. >So i guess it's not an 32 bit architecture limitation. :) > >body seems to be a byte in the engine, for StudioModelRenderer sets it >to 255 for MP hires models. >I commented out that line, added a debug output, and that shows that the >value set in the server dll gets to StudioModelRenderer correctly. > >I'm quite sure that this is an engine limitation or bug...
I don't remember off the top of my head how it's encoded or if there is a hard limit in the engine, but you might try fiddling with delta.lst. It looks like the default is to send to the client 8 bits for body. Increasing that might solve your problem. If not, you're probably out of luck.
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