Looks like the normal vector trick won't work... the normal for both the
ceiling and the floor are (0,0,1)... I thought the trace would hit only when
entering the world.. (Actually I thought the external parts of the map
would get removed by vbsp...)
I done some tests with the traceline and the
Hi List,
I'm having a problem changing a weapon's world model dynamically during
play.
I've altered CWeaponHL2MPBase::GetWorld model so that it does the following:
if(GetHL2MPPlayerOwner() GetHL2MPPlayerOwner-ShouldShowOtherWeapon())
return GetWpnData().szAltWorldModel
else
return
When you go to change it, SetModel(GetWorldModel());
-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard Slaughter
Sent: January-17-09 8:40 AM
To: Discussion of Half-Life Programming
Subject:
Well, you say it returns the different model names correctly but
shouldn't there be a think function of sorts in the actual weapon file
so it will actually change it's viewmodel to the modelname returned?
I mean just cause it gets the name doesn't mean the model is gonna
actually be changed,
You're going to have to modify GetWorldModelIndex() so that it will return the
index of your alternate model if it's supposed to. You could just inherit it
and override it.
And where the model is precached from the script, store the model index of your
alternate model, the way it stores
Awesome, thanks a lot Tony that did the trick!
Tony Sergi wrote:
You're going to have to modify GetWorldModelIndex() so that it will return
the index of your alternate model if it's supposed to. You could just inherit
it and override it.
And where the model is precached from the script,
Well, thanks you Maarten's help, I've found the appropriate functions
for changing the render target. I just have one other problem: The
shader needs to know how big a pixel is texture coordinates so that it
can grab the adjacent pixels and blend them. The only way I have
figured out to do
http://pastebin.com/m5d914966
Well, thanks you Maarten's help, I've found the appropriate functions
for changing the render target. I just have one other problem: The
shader needs to know how big a pixel is texture coordinates so that it
can grab the adjacent pixels and blend them. The only
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