Yeah, it went through.  You don't see your own message, it confused me
too at first.

I have no idea about your question, sorry.

Nate

On Jan 18, 2008 6:09 PM, Ryan Nash <[EMAIL PROTECTED]> wrote:
> Did this post go through at all? I did not get a copy of it in my
> inbox. I do not mean to press if it did go through and has yet to get
> a response, just curious if it was even received properly.
>
> To clarify on what I am after, I'd like something similar to the way
> Dark Messiah of Might and Magic does their first person view. I
> purchased the game through Steam with hopes of some kind of SDK so I
> could peek at how they did it but no such luck.
>
> Thanks again for any help.
>
> -Ryan Nash
>
>
> On 1/13/08, Ryan Nash <[EMAIL PROTECTED]> wrote:
> > I am trying to get the player's body model to display while in first person
> > mode. I have accomplished the basics of this by making
> > ShouldDrawLocalPlayer() return true all the time. I have the player model
> > set up to be the alyx model.
> >
> > In game I spawn inside her head. If I look down I can see the full model but
> > it is from the inside so obviously not what I want.  Instead I've figure if
> > I attach the player's view to the model's eye's it should accomplish what I
> > want.
> >
> > I admit I am not to versed in the SDK but I've been digging around through
> > many files and have figured the way to do this is altering what the
> > EyePosition( ) function returns in playerbase_shared.cpp.  EyePosition( ) is
> > used in CalcPlayerView( ) to copy to the eyeOrigin vector which should get
> > the job done.
> >
> > So in looking through the (
> > http://developer.valvesoftware.com/wiki/First_Person_Ragdolls) First Person
> > Ragdolls tutorial from the wiki I am thinking I could use a similar
> > approach. However, I am not sure how to get the player model's eye
> > attachment. They use m_hRagdoll so I assume m_hRagdoll is a global variable
> > to the C_HL2MP_Player class. What would the variable for the player's model
> > be? Is there one?
> >
> > Thanks in advance
> >
> > -ryan nash
> >
>
> _______________________________________________
> 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

Reply via email to