-- [ Picked text/plain from multipart/alternative ] Well...since you said this was a singleplayer mod(correct?) you can have the client just send commands for each bone movement instead of making the hand a clientside prop...the client never sees commands that the client dll sends to the server, this will work
On 2/22/06, Meow Mew <[EMAIL PROTECTED]> wrote: > > As previous E-mails have shown, I'm having lots of difficulty working with > a > data glove hardware driven model. The goal is to have the data glove > completely move an articulated arm model, colliding with other entities, > and > constrained realistically (so finger bones don't break too often). > > I have created both a server, and a client ragdoll with proper constraints > to start with. Initial tests of implementing a shadow controller also > seem > in order (although I won't know for sure until I'm passing in my expected > bone orientations from the hardware). The shadow controller is acting as > expected and seemingly using the ragdoll constraints as long as I update > my > shadows before the ragdoll. > > The problem I came across is that it seems in single player games, only > the > server will do proper collisions with a ragdoll. My hardware is tied into > the client, and also the view model is only ever fully accurate to screen > on > the client as well (so that I can have the arm follow the player). The > dilemma is that I can have a client ragdoll but with no collisions, or I > can > have a server ragdoll with my data on the wrong DLL. > > Either problem being solved would work wonderfully, so I would be ecstatic > if I could get a hand. So far, Jay Stelly has been remarkably useful in > pointing me in the right direction with the shadow controllers and ragdoll > (all of which I believe I have the neccessary understanding of now). > > So it comes down to two simple questions. How can I allow collisions of > ragdoll to other props on the client? Alternatively, how can I send my > data > from the client to the server? There seems to be a ton of ways to send > information from server to client, but vice versa gets tricky. I know I > can > try to send it through console commands, but with how much data I need to > send, the console will become cluttered and rendered utterly useless for > other testing. The only alternative I can see right now is changing the > CUserCmd to include my data, but I'm really not positive on that idea. > > If anybody can help, I'll be very appreciative. When this is finished (as > it is getting rather close), I'll be putting screens on the developer > forums > and code snippets upon request (although you can get code snippets now if > you want). > > _________________________________________________________________ > Express yourself instantly with MSN Messenger! Download today - it's FREE! > http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

