Does anyone know the best way to have a non-NPC, idle-sequence only
model (e.g. a chair) follow a path in a map as if it were an NPC?
I have some engine parts that I want to animate as part of a
maintenance application
we are making with Source. These are just sequences that show custom
models
Well you should have up to 25-30k triangles, before you have a problem.
What if you make your entire reference (No matter the triangle count) and
animated that. Then animate that as an idle or as your animate sequence.
Then take the (weightmapped) reference mesh and export that in pieces, and
If you have multiple models all rigged up you could also bone merge them
together.
On Wed, Jan 21, 2009 at 12:56 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Well you should have up to 25-30k triangles, before you have a problem.
What if you make your entire reference (No matter the
Update: after some mucking around in notepad++ excel, I can confirm
that the file list for the linux server is identical to the list of .cpp
files included in the visual studio project. Not much of a surprise,
given that one was used to generate the other. I can also confirm that
there's
To my great dismay and embarrassment I can't seem to get this working... :(
I want to make a client-side only model entity derived from
C_BaseAnimating to attach/detach to models. It's purely the server
side of the code doesn't need to know about it at all. I want to use
the bonemerge method to
I've got a player entity viewed in the third person; for various
inscrutable reasons, we need this player entity at a fixed orientation
regardless of the camera position (but still keeping control enabled).
What's the best way to go about this? Using SetAbsAngle() in the
Think() method doesn't
Thanks Matt -- excellent suggestion.
On Wed, Jan 21, 2009 at 3:56 PM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
Well you should have up to 25-30k triangles, before you have a problem.
What if you make your entire reference (No matter the triangle count) and
animated that. Then animate
Thank you Ryan -- very good idea
On Wed, Jan 21, 2009 at 5:33 PM, Ryan Sheffer darksk...@gmail.com wrote:
If you have multiple models all rigged up you could also bone merge them
together.
On Wed, Jan 21, 2009 at 12:56 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
Well you should have
Look for a function called
OverrideMouseInput( float *x, float *y )
I use this function to nullify my mouse movement and it will solve your
problem just fine. I think there's an example in the SDK on how to use it.
It's really trivial to use. To negate mouse movement, I just go
*x *= 0;
*y *=
Ideally we'd like the players to be able to move the camera (third
person) - wouldn't this nix that?
~~Chris Drouin
On Jan 21, 2009, at 7:29 PM, Minh minh...@telus.net wrote:
Look for a function called
OverrideMouseInput( float *x, float *y )
I use this function to nullify my mouse
oops, yea, you're right .. this would f' that up.
You can try looking into the functions
CPrediction::SetupMove
and
CPlayerMove::SetUpMove
They take the player's input cmd and process it into the player
movement. Maybe you can find the part that modifies the player angles in
there.
You'll have
Isn't the weapon world models something like this?
/ScarT (hello Lasershock)
2009/1/22 Jed j...@wunderboy.org
To my great dismay and embarrassment I can't seem to get this working... :(
I want to make a client-side only model entity derived from
C_BaseAnimating to attach/detach to models.
Got a question regarding studiomdl model info.
If i click on the 'Model' tab in studiomdl, I get the following readout
Total bones: 10
HW Bones: 1
My model has 10 'pseudo bones' that I'm using (they don't have any
vertices attached to them). I'm just using them to help me define
attachment
Well the bones take more physical space (mstudiobone_t is bigger than
mstudioattachment_t), but I really doubt there's any noticeable
performance difference.
I would just go with whatever is easier for you.
Minh wrote:
Got a question regarding studiomdl model info.
If i click on the 'Model'
Minh,
If you are planning to have 1000 of these moving around all at the same time
then yes. Otherwise no.
If you notice things are slow, then is the time to fix it and make them
parent off the root bone, otherwise I wouldn't worry.
--
Jorge Vino Rodriguez
Yea, I was just curious what the difference was between
Total Bones
HW Bones
I guess I can just compile two versions of the mdl and run a FPS benchmark
Jorge Rodriguez wrote:
Minh,
If you are planning to have 1000 of these moving around all at the same time
then yes. Otherwise no.
If you
I believe HW bones uses some kind of video card hardware acceleration to
make things to faster, and is an OB feature. I know all the TF2 models use
it. I believe it may have optimized nine of your bones out, automatically
doing the attachment offset dealie.
I could be wrong.
--
Jorge Vino
HW bones is the count of bones actually used to render the model. (HW =
hardware) Those are the bone transforms that are loaded into constant registers
for skinning on the GPU each time the model is drawn.
Also, you can use this qc command to remove unnecessary bones from the model:
Leave it to Jay to show me up.
--
Jorge Vino Rodriguez
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