RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Mark Gornall

Sorry, I wasn't clear enough. You become a spectator when you are dead in my
mod (like CS) and I was talking about the 'First Person Cam' in the
spectator mode when you are looking through a 'living' players view so his
p_model and v_model would be intact (I don't use p_models in my mod anyway).

 My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes' and the view-model pointer is null.

Thanks,
Mark.

-Original Message-
From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 00:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam


B\c I believe at the point of death (death animation being played) the
p_models are not shown b\c all items are removed from the player. Player is
just a stripped entity that is doing a death animation then his model is not
drawn till you spawn() again. If you wanted the p_model to stay longer you
would have to store off the current p_model at point of death and keep the
pev-weaponmodel set during death animation I would think.

Hope that helps,
-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Mark Gornall

Hi,
  Thanks for the info. However, last time I looked (I don't have the source
on front of me) that 'weapon list' is bounded by a if (IsSpectator())
check for HLTV only, I need it to work when not HLTV. Or do you have to
remove all those HLTV only checks if you want to use 'spectator cams' in
game?

Mark.

-Original Message-
From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 16:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam



the view-model pointer is null.

Look at V_FindViewModelByWeaponModel() in view.cpp. Here you replace the
p_model of the player entity we are spectation with the correct v_model.
This list has to be manually updated with your current ingame weapons.
view-model will not be saved for us to know about other player entities
client side. However we do know what their p_model is b\c its rendered to us
when we look at them. So plug in your weapons into this list and that should
solve that problem.

My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes'

This I dont know really. I would suggest running in debug mode and stepping
into the view.cpp. Mainly focus on

V_CalcRefdef()

which should call

V_CalcSpectatorRefdef()

then if in First Person mode should call

V_CalcNormalRefdef()

Be watching for the viewangles being set and how they are offset ect.

Hope that points you in the right direction.

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Tuesday, October 08, 2002 4:32 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] First Person Deadcam


Sorry, I wasn't clear enough. You become a spectator when you are dead in my
mod (like CS) and I was talking about the 'First Person Cam' in the
spectator mode when you are looking through a 'living' players view so his
p_model and v_model would be intact (I don't use p_models in my mod anyway).

 My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes' and the view-model pointer is null.

Thanks,
Mark.

-Original Message-
From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 00:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam


B\c I believe at the point of death (death animation being played) the
p_models are not shown b\c all items are removed from the player. Player is
just a stripped entity that is doing a death animation then his model is not
drawn till you spawn() again. If you wanted the p_model to stay longer you
would have to store off the current p_model at point of death and keep the
pev-weaponmodel set during death animation I would think.

Hope that helps,
-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Mark Gornall

lol ok, I'm trying not to hack it too much or I'll just regret it next time
Valve release a new sdk!

Mark.

-Original Message-
From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 17:33
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam


Thats entirely up to you =).

I think you can get the rest on your own. There is different ways you can go
with this coding. Its wide open for what ever you need to do.

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Tuesday, October 08, 2002 11:03 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] First Person Deadcam


Hi,
  Thanks for the info. However, last time I looked (I don't have the source
on front of me) that 'weapon list' is bounded by a if (IsSpectator())
check for HLTV only, I need it to work when not HLTV. Or do you have to
remove all those HLTV only checks if you want to use 'spectator cams' in
game?

Mark.

-Original Message-
From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 16:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam



the view-model pointer is null.

Look at V_FindViewModelByWeaponModel() in view.cpp. Here you replace the
p_model of the player entity we are spectation with the correct v_model.
This list has to be manually updated with your current ingame weapons.
view-model will not be saved for us to know about other player entities
client side. However we do know what their p_model is b\c its rendered to us
when we look at them. So plug in your weapons into this list and that should
solve that problem.

My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes'

This I dont know really. I would suggest running in debug mode and stepping
into the view.cpp. Mainly focus on

V_CalcRefdef()

which should call

V_CalcSpectatorRefdef()

then if in First Person mode should call

V_CalcNormalRefdef()

Be watching for the viewangles being set and how they are offset ect.

Hope that points you in the right direction.

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Tuesday, October 08, 2002 4:32 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] First Person Deadcam


Sorry, I wasn't clear enough. You become a spectator when you are dead in my
mod (like CS) and I was talking about the 'First Person Cam' in the
spectator mode when you are looking through a 'living' players view so his
p_model and v_model would be intact (I don't use p_models in my mod anyway).

 My problem is the camera seems to be tracking the player correctly but it
is at their feet not their 'eyes' and the view-model pointer is null.

Thanks,
Mark.

-Original Message-
From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]]
Sent: 08 October 2002 00:50
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Deadcam


B\c I believe at the point of death (death animation being played) the
p_models are not shown b\c all items are removed from the player. Player is
just a stripped entity that is doing a death animation then his model is not
drawn till you spawn() again. If you wanted the p_model to stay longer you
would have to store off the current p_model at point of death and keep the
pev-weaponmodel set during death animation I would think.

Hope that helps,
-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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RE: [hlcoders] First Person Deadcam

2002-10-07 Thread Brandon \Axis\ Russell

Weapon model, as in p_model or v_model ?

-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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delivered through the MessageLabs Virus Control Centre.
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RE: [hlcoders] First Person Deadcam

2002-10-07 Thread Brandon \Axis\ Russell

B\c I believe at the point of death (death animation being played) the
p_models are not shown b\c all items are removed from the player. Player is
just a stripped entity that is doing a death animation then his model is not
drawn till you spawn() again. If you wanted the p_model to stay longer you
would have to store off the current p_model at point of death and keep the
pev-weaponmodel set during death animation I would think.

Hope that helps,
-Brandon
Programmer for
Day of Defeat

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall
Sent: Monday, October 07, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] First Person Deadcam


Hi,
  I merged with SDK2.3 and got it all running. The first person deadcam
works but there is no weapon model displayed. Any idea why? or where I
should be looking?

Thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


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