--
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Wouldn't shipping one model with the server, and another with the Client do
this?
Of course it wouldn't work on listenservers, but meh :)
/ProZak
On 10/08/07, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> For our idea we need the client side to precache the model since the model
> wont necessarily exist on the server side.
>
> On 8/9/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > We did something similar for our alien vision, since the alien sees all
> > humans as skeletons, but the other humans have normal vision.
> >
> > Basically I just hijacked the modelindex, I added a receiveproxy for the
> > modelindex, and when the conditions are right, I change it to the
> > modelindex of the skeleton model ( which I precached before together
> with
> > the player models). All other updates still work fine :)
> >
> > hth,
> >
> > -- maarten
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hey Half-Life 2 coders!
> > >
> > > I have a question about models on the client and server, specifically
> > what
> > > is required to have a different model than the server but keep things
> > > running smoothly.
> > > I have managed to get the client side player model different than the
> > > server
> > > side model. At this point I only need the server side to be static,
> and
> > > only
> > > for animation updates etc for the client. The rigs on the models on
> the
> > > client and server are the same including the hitbox model, the only
> > > difference would be that the client side will use its own mesh
> different
> > > from the server. The problem is by having a player model different
> from
> > > the
> > > server on other clients, the model no longer updates its origin,
> angles,
> > > or
> > > animation. Turning interpolation off fixes the problem but
> interpolation
> > > is
> > > important. :P
> > > Anyway, we are still working on this but if anyone has had this
> problem
> > > before and knows what changes on the client are required to have a
> > > different
> > > model then the server but keep the interpolation intact, we would be
> > most
> > > greatful.
> > >
> > > Here is the code we use for changing the client side model, the code I
> > > haven't included is mostly changes to prevent the client from updating
> > the
> > > model in a server update.
> > >
> > > This function is in void C_HL2MP_Player::ClientThink( void ) so it
> > happens
> > > a
> > > lot.
> > > Just checking if the player is requesting a client model change.
> > > if ( Q_strcmp( m_cMyCurrentModel, m_szClientModel ) != 0 )
> > > {
> > > // Precache Model.
> > > model_t *m_pPlayerModel = (model_t *) engine->LoadModel(
> > > m_szClientModel );
> > >
> > > if ( m_pPlayerModel == NULL )
> > > {
> > > // If NULL then change to a static model which comes with
> > the
> > > mod.
> > > m_pPlayerModel = (model_t *) engine->LoadModel(
> > > "models/Player/Male_01.mdl" );
> > > }
> > >
> > > // Clear out and renew.
> > > DestroyModelInstance();
> > >
> > > SetModelPointer( m_pPlayerModel );
> > > // Copy for model change check.
> > > Q_strcpy( m_cMyCurrentModel, m_szClientModel );
> > > }
> > >
> > > This is called on new model atm, creates a new model instance for
> decals
> > > and
> > > such as it should.
> > > CStudioHdr *C_HL2MP_Player::OnNewModel( void )
> > > {
> > > CStudioHdr *hdr = BaseClass::OnNewModel();
> > >
> > > Initialize( );
> > > CreateModelInstance();
> > >
> > > return hdr;
> > > }
> > >
> > > Anything else you need to know please ask.
> > >
> > > Thanks all :)
> > > --
> > >
> > > _______________________________________________
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> ~skidz
> --
>
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