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[ Picked text/plain from multipart/alternative ]
Do you think anyone of you could help me fix it if you have some spare time?
It is a huge file.

And i have no clue what CrossProduct, or the whole pMesh thing I have
does..lol

Thanks

Kramer

On 3/14/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> Found the problem, don't know howto fix it, but For this weapon, i used
> alot of code from the strider (well the client effects)
>
> and I found this part:
>
>     // Compute direction vectors for the sprite
>     Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 );
>     VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd );
>     float flDist = VectorNormalize( fwd );
>     if (flDist >= 1e-3)
>     {
>         CrossProduct( CurrentViewUp(), fwd, right );
>         flDist = VectorNormalize( right );
>         if (flDist >= 1e-3)
>         {
>             CrossProduct( fwd, right, up );
>         }
>         else
>         {
>             // In this case, fwd == g_vecVUp, it's right above or
>             // below us in screen space
>             CrossProduct( fwd, CurrentViewRight(), up );
>             VectorNormalize( up );
>             CrossProduct( up, fwd, right );
>         }
>     }
>
>     Vector left = -right;
>     Vector down = -up;
>     Vector back = -fwd;
>
> Which, when I fooled around with it, really messed up where the sprite was
> being drawn.
>
> So anyone know how to get this to goto the muzzle?
>
> On 3/14/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > Have a look inside Studio_FindAttachment.
> > Try and create a debug version of it, and run that. Find out why the
> > muzzle
> > attachment is returning that position.
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Michael Kramer
> > > Sent: 14 March 2006 23:53
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Some Positioning Troubles
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > How would it help here? I know it reaches that code. What message
> > would I
> > > print? The Value of the vector? something like that?
> > >
> > > On 3/14/06, Jay C. <[EMAIL PROTECTED] > wrote:
> > > >
> > > > Add a few debug messages to the code :\
> > > >
> > > > It helps a lot.
> > > >
> > > > > -----Original Message-----
> > > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > > [EMAIL PROTECTED] On Behalf Of Michael Kramer
> > > > > Sent: 14 March 2006 23:29
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: Re: [hlcoders] Some Positioning Troubles
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Well it shouldn't. Also, this is for the MP SDK,
> > > > >
> > > > > and the position changes whether or not I have
> > > > >
> > > > > #Ifdef CLIENT_DLL
> > > > >
> > > > > //code
> > > > >
> > > > > #endif
> > > > >
> > > > > or
> > > > >
> > > > > #Ifdef CLIENT_DLL
> > > > > #else
> > > > >
> > > > > //code
> > > > >
> > > > > #endif
> > > > >
> > > > > Or just no tags, but still not there, and the  only time I set the
> > > > > startPos
> > > > > is there, with LookupAttachment("muzzle"); And the weapon is using
> > the
> > > > > irifle model,
> > > > > and the attachment is named right.
> > > > >
> > > > > Any more ideas?
> > > > > On 3/14/06, Jorge Rodriguez < [EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > Michael Kramer wrote:
> > > > > >
> > > > > > >This should set startPos to the pos of the muzzle, but, it does
> > > not.
> > > > > > >In fact, it looks as iff it is shooting from my shoe, well a
> > little
> > > > bit
> > > > > > more
> > > > > > >over , but down on the ground still.
> > > > > > >
> > > > > > >
> > > > > > The default SDK model has an attachment point on each foot.
> > Perhaps
> > > > the
> > > > > > code is for some reason using the wrong attachment point? Maybe
> > you
> > > > > > should ascertain that it is not using the foot point by mistake.
> > > > > >
> > > > > > --
> > > > > > Jorge "Vino" Rodriguez
> > > > > >
> > > > > >
> > > > > > _______________________________________________
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
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> > > > > >
> > > > > >
> > > > > --
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> > > > > please visit:
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> > > > >
> > > > >
> > > >
> > > >
> > > >
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> > > > please visit:
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