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

