with the old mod i worked on i noticed issues with the location of effects attached to the view models as well as awkward lighting on the viewmodels themselves.
as it turned out the viewmodels were created at a much larger scale then the standard scale most viewmodels were made at and that was causing problems. On Sun, Feb 20, 2011 at 3:40 AM, Maarten De Meyer <maar...@off-limits.be> wrote: > Hi list! > > I have a problem that I think is a common one. Some effects, like muzzle > flash and shell eject, take an attachment's position in view model space, > transform it to world space and act upon it. I have some issues with that: > if you are looking down ( even a little bit under the straight forward pose > ), these effects don't play - I guess because the attachment position is > actually *below* the world surface when transformed. For the muzzle flashes > I can work around this by rendering the flash anyway, after the world has > been rendered. But for shell eject I'm not sure what the best solution is - > right now my shell ejection only works when looking up. > > Is this a common problem? Or is it maybe related to the way our view models > are created ( eg, we place them at 0 0 0, is that correct or do they have to > be at eye-height in max, corrected with $origin in the .qc or something? ) > > -- Maarten > > _______________________________________________ > 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