[hlcoders] sub models related question...

2002-01-11 Thread Christopher Long



I am currently adding support for player character 
submodels and have come to a little question that i can't figure the answer out 
to and no its not coding related just more of a what would happen if this was 
done.

Ok question time.
Say i have created a model for a certain class and 
it has 2 subgroups
- body
- head
and each of this models subgroups has 3 different 
values
Now i also have another model that can replace this 
model(call it a downloaded model) and it has the same sub groups but 4 different 
values for each.

Now in game if i use a vgui menu to allow 
manipulation of the model piece what happens if there is a 2 player game and 1 
person has the first model and the other person has the second model i 
stated.

Lets say that the player then changes his model to 
parts
body - 4
head - 4
how does the first player view the model? Will it 
be acceptable for the player with the more sub group model to see it while the 
first player won't or will this cause some kind of confussion with what the 
server has and what the players don't have???

Cause what i am trying to think if i can do and i 
can do it if it will work is have it so say you download different models for 
the mod and models you download may have different amounts of subgroups and 
differing amounts of values for each of these sub groups. Now if it will work 
but say if another player in the server doesn't have these extended models will 
the model they see be just the model with the first value of each sub group in 
the list??

This might be a question for valve if any watch 
over us hereunless others have thought the same and KNOW the 
answer.

Also other questions i had in mind. I haven't 
looked at this yet but in model viewer each group and is named and each value 
for that group is numbered. Is there someway via coding that i can extract the 
name from the model ie extract its sub group name so i can list it under the 
vgui menu

Soz for the bloody long post but at least i got it 
all out.
If there is confussion i will try to clarify with a 
better example

NOTE - i am not after code as i have that part 
sorted out i know how to approach anddo it. I am just asking if it will 
work else there is no point adding the code now is there :).

Cheers all and thanks to whoever 
responds.


Re: [hlcoders] sub models related question...

2002-01-11 Thread Philip Plante



Why has the list died down in the last few 
days? Or is it that for some reason hotmail isnt letting me get the 
emails?
Philip Plantewww.illicitstudios.com

  - Original Message - 
  From: 
  Christopher Long 
  To: [EMAIL PROTECTED] 
  
  Sent: Friday, January 11, 2002 12:56 
  AM
  Subject: [hlcoders] sub models related 
  question...
  
  I am currently adding support for player 
  character submodels and have come to a little question that i can't figure the 
  answer out to and no its not coding related just more of a what would happen 
  if this was done.
  
  Ok question time.
  Say i have created a model for a certain class 
  and it has 2 subgroups
  - body
  - head
  and each of this models subgroups has 3 different 
  values
  Now i also have another model that can replace 
  this model(call it a downloaded model) and it has the same sub groups but 4 
  different values for each.
  
  Now in game if i use a vgui menu to allow 
  manipulation of the model piece what happens if there is a 2 player game and 1 
  person has the first model and the other person has the second model i 
  stated.
  
  Lets say that the player then changes his model 
  to parts
  body - 4
  head - 4
  how does the first player view the model? Will it 
  be acceptable for the player with the more sub group model to see it while the 
  first player won't or will this cause some kind of confussion with what 
  the server has and what the players don't have???
  
  Cause what i am trying to think if i can do and i 
  can do it if it will work is have it so say you download different models for 
  the mod and models you download may have different amounts of subgroups and 
  differing amounts of values for each of these sub groups. Now if it will work 
  but say if another player in the server doesn't have these extended models 
  will the model they see be just the model with the first value of each sub 
  group in the list??
  
  This might be a question for valve if any watch 
  over us hereunless others have thought the same and KNOW the 
  answer.
  
  Also other questions i had in mind. I haven't 
  looked at this yet but in model viewer each group and is named and each value 
  for that group is numbered. Is there someway via coding that i can extract the 
  name from the model ie extract its sub group name so i can list it under the 
  vgui menu
  
  Soz for the bloody long post but at least i got 
  it all out.
  If there is confussion i will try to clarify with 
  a better example
  
  NOTE - i am not after code as i have that part 
  sorted out i know how to approach anddo it. I am just asking if it will 
  work else there is no point adding the code now is there :).
  
  Cheers all and thanks to whoever 
  responds.


RE: [hlcoders] sub models related question...

2002-01-11 Thread Ken Birdwell



You'll 
have problems with the encoding for pev-body. It's a packed encoding 
based on the number of elements in each group. In your example, let's say 
the game dll had selected body #1 and head #2. pev-body would be 
encoded with the value of 7 ((2)*3+1). The client dll would they try to 
apply that to the local model and gethead #1 and body #3 (7/4, 
7%4).

What 
you'll have to do is to have the client dll first decode pev-body based on 
the game dll's model, then reencode them for the model that the client dll is 
using. You can look through the mstudiobodyparts_t data to make the 
mapping.

  -Original Message-From: Christopher Long 
  [mailto:[EMAIL PROTECTED]]Sent: Friday, January 11, 2002 
  12:57 AMTo: [EMAIL PROTECTED]Subject: 
  [hlcoders] sub models related question...
  I am currently adding support for player 
  character submodels and have come to a little question that i can't figure the 
  answer out to and no its not coding related just more of a what would happen 
  if this was done.
  
  Ok question time.
  Say i have created a model for a certain class 
  and it has 2 subgroups
  - body
  - head
  and each of this models subgroups has 3 different 
  values
  Now i also have another model that can replace 
  this model(call it a downloaded model) and it has the same sub groups but 4 
  different values for each.
  
  Now in game if i use a vgui menu to allow 
  manipulation of the model piece what happens if there is a 2 player game and 1 
  person has the first model and the other person has the second model i 
  stated.
  
  Lets say that the player then changes his model 
  to parts
  body - 4
  head - 4
  how does the first player view the model? Will it 
  be acceptable for the player with the more sub group model to see it while the 
  first player won't or will this cause some kind of confussion with what 
  the server has and what the players don't have???
  
  Cause what i am trying to think if i can do and i 
  can do it if it will work is have it so say you download different models for 
  the mod and models you download may have different amounts of subgroups and 
  differing amounts of values for each of these sub groups. Now if it will work 
  but say if another player in the server doesn't have these extended models 
  will the model they see be just the model with the first value of each sub 
  group in the list??
  
  This might be a question for valve if any watch 
  over us hereunless others have thought the same and KNOW the 
  answer.
  
  Also other questions i had in mind. I haven't 
  looked at this yet but in model viewer each group and is named and each value 
  for that group is numbered. Is there someway via coding that i can extract the 
  name from the model ie extract its sub group name so i can list it under the 
  vgui menu
  
  Soz for the bloody long post but at least i got 
  it all out.
  If there is confussion i will try to clarify with 
  a better example
  
  NOTE - i am not after code as i have that part 
  sorted out i know how to approach anddo it. I am just asking if it will 
  work else there is no point adding the code now is there :).
  
  Cheers all and thanks to whoever 
  responds.


Re: [hlcoders] sub models related question...

2002-01-11 Thread Reedbeta

Yeah, it has died down.  I got 12 messages in 3 days this week.  Normally I'd
get like 50 in that time span.

--- Philip Plante [EMAIL PROTECTED] wrote:
 Sorry about that msg by me being on this topic.  Meant to hit new not reply
 :)
 Philip Plante
 www.illicitstudios.com
   - Original Message - 
   From: Ken Birdwell 
   To: '[EMAIL PROTECTED]' 
   Sent: Friday, January 11, 2002 4:34 PM
   Subject: RE: [hlcoders] sub models related question...
 
 
   You'll have problems with the encoding for pev-body.  It's a packed
 encoding based on the number of elements in each group.  In your example,
 let's say the game dll had selected body #1 and head #2.  pev-body would be
 encoded with the value of 7 ((2)*3+1).  The client dll would they try to
 apply that to the local model and get head #1 and body #3 (7/4, 7%4).

   What you'll have to do is to have the client dll first decode pev-body
 based on the game dll's model, then reencode them for the model that the
 client dll is using.  You can look through the mstudiobodyparts_t data to
 make the mapping.
 -Original Message-
 From: Christopher Long [mailto:[EMAIL PROTECTED]]
 Sent: Friday, January 11, 2002 12:57 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] sub models related question...
 
 
 I am currently adding support for player character submodels and have
 come to a little question that i can't figure the answer out to and no its
 not coding related just more of a what would happen if this was done.
  
 Ok question time.
 Say i have created a model for a certain class and it has 2 subgroups
 - body
 - head
 and each of this models subgroups has 3 different values
 Now i also have another model that can replace this model(call it a
 downloaded model) and it has the same sub groups but 4 different values for
 each.
  
 Now in game if i use a vgui menu to allow manipulation of the model piece
 what happens if there is a 2 player game and 1 person has the first model and
 the other person has the second model i stated.
  
 Lets say that the player then changes his model to parts
 body - 4
 head - 4
 how does the first player view the model? Will it be acceptable for the
 player with the more sub group model to see it while the first player
 won't or will this cause some kind of confussion with what the server has
 and what the players don't have???
  
 Cause what i am trying to think if i can do and i can do it if it will
 work is have it so say you download different models for the mod and models
 you download may have different amounts of subgroups and differing amounts of
 values for each of these sub groups. Now if it will work but say if another
 player in the server doesn't have these extended models will the model they
 see be just the model with the first value of each sub group in the
 list??
  
 This might be a question for valve if any watch over us here unless
 others have thought the same and KNOW the answer.
  
 Also other questions i had in mind. I haven't looked at this yet but in
 model viewer each group and is named and each value for that group is
 numbered. Is there someway via coding that i can extract the name from the
 model ie extract its sub group name so i can list it under the vgui menu
  
 Soz for the bloody long post but at least i got it all out.
 If there is confussion i will try to clarify with a better example
  
 NOTE - i am not after code as i have that part sorted out i know how to
 approach and do it. I am just asking if it will work else there is no point
 adding the code now is there :).
  
 Cheers all and thanks to whoever responds.
 


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