Re: [hlcoders] v_weaponmodels skin changing

2002-04-16 Thread Christopher Long

yah i got it working the night before you posted this.. Using pretty much
what you posted... so problem solved.

Is the view models skin value meant to be propgated with the players skin
value? Just curious... is it something that was meant to work but doesn't
and is so a bug? Anyways all good and working now... i made a mistake or 2
in the beginning but it works in the end.

I feel a bit sheepish though :/ and i won't blame it on lack of sleep or
something like others may i'll just say  i am shit atm amd still suck at
alot of sdk things and how to do things. But i'll keep practicing and get
better.

thanks again valve people.

- Original Message -
From: Adrian Finol <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, April 16, 2002 7:17 AM
Subject: RE: [hlcoders] v_weaponmodels skin changing


> I tried changing the skin from HUD_DrawNormalTriangles and the engine got
> the skin info correctly when it was going to render the model. So it
should
> work fine if called from the client.dll. It seems the skin value is not
> getting propagated for the View model from the server to the client.
>
>  This is the code I used to test it:
>
>  cl_entity_t *pViewModel = gEngfuncs.GetViewModel();
>  pViewModel->curstate.skin = 40;
>
>  I didn't have a Viewmodel with two skins to test it with, but the value
was
> used when trying to setup the skin.
>
>  If Christopher could test if this works for him, or email me the
Viewmodel
> so I can do more testing it would be great.
>
> -Original Message-
> From: Ken Birdwell [mailto:[EMAIL PROTECTED]]
> Sent: Monday, April 15, 2002 1:55 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] v_weaponmodels skin changing
>
>
> Christopher, as a quick test on the client where it references
> GetViewEntity() or gEngfuncs.GetViewModel(), set that entities
curstate.skin
> to your test skin index.  Maybe try it in EV_MuzzleFlash() or some place
> similar.  You may be forced to do it all client side with your own
> networking, maybe in one of the players user fields or inside clientside
> weapon code.
>
> -Original Message-----
> From: Ken Birdwell [mailto:[EMAIL PROTECTED]]
> Sent: Monday, April 15, 2002 1:40 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] v_weaponmodels skin changing
>
>
> I am 100% sure as of June 1999 when I last compiled the SDK that my
> description of how it do it is correct.  As of Apr 2002 and the current
code
> base, if you're telling me it doesn't work then I'll go make Adrian test
it
> out and find out why it doesn't.  HEY ADRIAN!
>
> -Original Message-
> From: Christopher Long [mailto:[EMAIL PROTECTED]]
> Sent: Monday, April 15, 2002 5:32 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] v_weaponmodels skin changing
>
>
> The player model changes fine Ken and there are 4 subskins. The view
weapon
> model also has 4 subskins but it won't change i set the player skin
and
> from what you say it should also change the view model but it doesn't
> and this is from a fresh sdk install.
>
> I used a fresh sdk straight off the assembly line and changed the player
> model and the weapon view model(v_myweapon) still remains skin 1.
>
> I'll look over the model again to make sure its all ok... but its showing
> itself properly in half life model viewer so i don't see how it can have a
> problem.
>
> You sure its possible to change the skin on the weapon view model without
> incorporating it into a submodel of the weapon like what is done with the
> python
> cause to date i haven't seen a mod that does it with no sub groups and
just
> a skin list.
>
> - Original Message -
> From: Ken Birdwell <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, April 15, 2002 10:40 AM
> Subject: RE: [hlcoders] v_weaponmodels skin changing
>
>
> > how to debug your problem:
> >
> > 1) Test your model in either the model viewer or as a cycler in a map
> where
> > you've set its "skin" to be something other than 0 and you're sure that
> your
> > textures are in fact changing
> >
> > 2) As a test, hack into your game dll and set the players skin to
> something
> > other than 0.  In firstperson mode you should see that the viewmodel
also
> > changes its skin.  If so, go to #9
> >
> > 3) Huh, didn't work.  Is pev->skin being networked for the player?  Is
it
> > being overwritten somewhere on the client?  As a test, make a version of
> the
> > player model that has a obvious skin change (like bright purple or
> > something) and make sure you can see it in thirdperso

RE: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Adrian Finol

 I tried changing the skin from HUD_DrawNormalTriangles and the engine got
the skin info correctly when it was going to render the model. So it should
work fine if called from the client.dll. It seems the skin value is not
getting propagated for the View model from the server to the client.

 This is the code I used to test it:

 cl_entity_t *pViewModel = gEngfuncs.GetViewModel();
 pViewModel->curstate.skin = 40;

 I didn't have a Viewmodel with two skins to test it with, but the value was
used when trying to setup the skin.

 If Christopher could test if this works for him, or email me the Viewmodel
so I can do more testing it would be great.

-Original Message-
From: Ken Birdwell [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 1:55 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] v_weaponmodels skin changing


Christopher, as a quick test on the client where it references
GetViewEntity() or gEngfuncs.GetViewModel(), set that entities curstate.skin
to your test skin index.  Maybe try it in EV_MuzzleFlash() or some place
similar.  You may be forced to do it all client side with your own
networking, maybe in one of the players user fields or inside clientside
weapon code.

-Original Message-
From: Ken Birdwell [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 1:40 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] v_weaponmodels skin changing


I am 100% sure as of June 1999 when I last compiled the SDK that my
description of how it do it is correct.  As of Apr 2002 and the current code
base, if you're telling me it doesn't work then I'll go make Adrian test it
out and find out why it doesn't.  HEY ADRIAN!

-Original Message-
From: Christopher Long [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 5:32 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] v_weaponmodels skin changing


The player model changes fine Ken and there are 4 subskins. The view weapon
model also has 4 subskins but it won't change i set the player skin and
from what you say it should also change the view model but it doesn't
and this is from a fresh sdk install.

I used a fresh sdk straight off the assembly line and changed the player
model and the weapon view model(v_myweapon) still remains skin 1.

I'll look over the model again to make sure its all ok... but its showing
itself properly in half life model viewer so i don't see how it can have a
problem.

You sure its possible to change the skin on the weapon view model without
incorporating it into a submodel of the weapon like what is done with the
python
cause to date i haven't seen a mod that does it with no sub groups and just
a skin list.

- Original Message -
From: Ken Birdwell <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 10:40 AM
Subject: RE: [hlcoders] v_weaponmodels skin changing


> how to debug your problem:
>
> 1) Test your model in either the model viewer or as a cycler in a map
where
> you've set its "skin" to be something other than 0 and you're sure that
your
> textures are in fact changing
>
> 2) As a test, hack into your game dll and set the players skin to
something
> other than 0.  In firstperson mode you should see that the viewmodel also
> changes its skin.  If so, go to #9
>
> 3) Huh, didn't work.  Is pev->skin being networked for the player?  Is it
> being overwritten somewhere on the client?  As a test, make a version of
the
> player model that has a obvious skin change (like bright purple or
> something) and make sure you can see it in thirdperson mode (and not just
to
> other clients).
>
> 4) If you can't see the skin change on the player, then the data is
probably
> not being networked or it's being overwritten somewhere on your client.
Do
> you have any code on the client that changes skin?  If so, comment it out
or
> hack it to be something other the skin you want to see.  Does it change?
>
> 5) Still not working? Is it being networked?  Look at your network tables
> and see if its there.  If so, make sure it's being set in the game dll
(and
> it is stable, i.e. not being overwritten with some other code in your game
> dll) and then check its state in the client dll (write some code that'll
hit
> your breakpoint if the skin value is non-zero).  They should match.
>
> 6) Your player model should be working now and using the alternate skin.
If
> it's still not, then you've probably missed something in your client dll
> where you're stomping on your skin setting.  I can't help you, you just
need
> to find your bug and restart at #2.
>
> 7) Yeah!  It works, the player model is changing!  Go back into
firstperson
> and look to see if the viewmodel is now also changing.  If it's not, are
you
> sure you're

RE: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Ken Birdwell

Christopher, as a quick test on the client where it references
GetViewEntity() or gEngfuncs.GetViewModel(), set that entities curstate.skin
to your test skin index.  Maybe try it in EV_MuzzleFlash() or some place
similar.  You may be forced to do it all client side with your own
networking, maybe in one of the players user fields or inside clientside
weapon code.

-Original Message-
From: Ken Birdwell [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 1:40 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] v_weaponmodels skin changing


I am 100% sure as of June 1999 when I last compiled the SDK that my
description of how it do it is correct.  As of Apr 2002 and the current code
base, if you're telling me it doesn't work then I'll go make Adrian test it
out and find out why it doesn't.  HEY ADRIAN!

-Original Message-
From: Christopher Long [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 5:32 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] v_weaponmodels skin changing


The player model changes fine Ken and there are 4 subskins. The view weapon
model also has 4 subskins but it won't change i set the player skin and
from what you say it should also change the view model but it doesn't
and this is from a fresh sdk install.

I used a fresh sdk straight off the assembly line and changed the player
model and the weapon view model(v_myweapon) still remains skin 1.

I'll look over the model again to make sure its all ok... but its showing
itself properly in half life model viewer so i don't see how it can have a
problem.

You sure its possible to change the skin on the weapon view model without
incorporating it into a submodel of the weapon like what is done with the
python
cause to date i haven't seen a mod that does it with no sub groups and just
a skin list.

- Original Message -
From: Ken Birdwell <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 10:40 AM
Subject: RE: [hlcoders] v_weaponmodels skin changing


> how to debug your problem:
>
> 1) Test your model in either the model viewer or as a cycler in a map
where
> you've set its "skin" to be something other than 0 and you're sure that
your
> textures are in fact changing
>
> 2) As a test, hack into your game dll and set the players skin to
something
> other than 0.  In firstperson mode you should see that the viewmodel also
> changes its skin.  If so, go to #9
>
> 3) Huh, didn't work.  Is pev->skin being networked for the player?  Is it
> being overwritten somewhere on the client?  As a test, make a version of
the
> player model that has a obvious skin change (like bright purple or
> something) and make sure you can see it in thirdperson mode (and not just
to
> other clients).
>
> 4) If you can't see the skin change on the player, then the data is
probably
> not being networked or it's being overwritten somewhere on your client.
Do
> you have any code on the client that changes skin?  If so, comment it out
or
> hack it to be something other the skin you want to see.  Does it change?
>
> 5) Still not working? Is it being networked?  Look at your network tables
> and see if its there.  If so, make sure it's being set in the game dll
(and
> it is stable, i.e. not being overwritten with some other code in your game
> dll) and then check its state in the client dll (write some code that'll
hit
> your breakpoint if the skin value is non-zero).  They should match.
>
> 6) Your player model should be working now and using the alternate skin.
If
> it's still not, then you've probably missed something in your client dll
> where you're stomping on your skin setting.  I can't help you, you just
need
> to find your bug and restart at #2.
>
> 7) Yeah!  It works, the player model is changing!  Go back into
firstperson
> and look to see if the viewmodel is now also changing.  If it's not, are
you
> sure you're sending down a valid skin number?  They wrap ya know. If like,
> you set it to "2" and you only have skin 0 and skin 1, then it'll wrap
> around and pick skin 0 again.  Make sure you're picking a valid skin
number.
>
> 8) Still doesn't work?  You sure your viewent is the player?  If you're
> calling SET_VIEW() anywhere, such as your using a camera or something,
then
> you're not using the player.  I thought I mentioned this earlier.  Oh
well,
> the problem is that the skin is being taken from this entity, not the
> player.  Opps, oh well, hack that entities skin to something other than 0
> and try it.  It'll change now.  If not, then you're probably doing
something
> too complicated and I can't help you.
>
> 9) Cool, but that's probably not quite what you w

RE: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Ken Birdwell

I am 100% sure as of June 1999 when I last compiled the SDK that my
description of how it do it is correct.  As of Apr 2002 and the current code
base, if you're telling me it doesn't work then I'll go make Adrian test it
out and find out why it doesn't.  HEY ADRIAN!

-Original Message-
From: Christopher Long [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 15, 2002 5:32 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] v_weaponmodels skin changing


The player model changes fine Ken and there are 4 subskins. The view weapon
model also has 4 subskins but it won't change i set the player skin and
from what you say it should also change the view model but it doesn't
and this is from a fresh sdk install.

I used a fresh sdk straight off the assembly line and changed the player
model and the weapon view model(v_myweapon) still remains skin 1.

I'll look over the model again to make sure its all ok... but its showing
itself properly in half life model viewer so i don't see how it can have a
problem.

You sure its possible to change the skin on the weapon view model without
incorporating it into a submodel of the weapon like what is done with the
python
cause to date i haven't seen a mod that does it with no sub groups and just
a skin list.

- Original Message -
From: Ken Birdwell <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 10:40 AM
Subject: RE: [hlcoders] v_weaponmodels skin changing


> how to debug your problem:
>
> 1) Test your model in either the model viewer or as a cycler in a map
where
> you've set its "skin" to be something other than 0 and you're sure that
your
> textures are in fact changing
>
> 2) As a test, hack into your game dll and set the players skin to
something
> other than 0.  In firstperson mode you should see that the viewmodel also
> changes its skin.  If so, go to #9
>
> 3) Huh, didn't work.  Is pev->skin being networked for the player?  Is it
> being overwritten somewhere on the client?  As a test, make a version of
the
> player model that has a obvious skin change (like bright purple or
> something) and make sure you can see it in thirdperson mode (and not just
to
> other clients).
>
> 4) If you can't see the skin change on the player, then the data is
probably
> not being networked or it's being overwritten somewhere on your client.
Do
> you have any code on the client that changes skin?  If so, comment it out
or
> hack it to be something other the skin you want to see.  Does it change?
>
> 5) Still not working? Is it being networked?  Look at your network tables
> and see if its there.  If so, make sure it's being set in the game dll
(and
> it is stable, i.e. not being overwritten with some other code in your game
> dll) and then check its state in the client dll (write some code that'll
hit
> your breakpoint if the skin value is non-zero).  They should match.
>
> 6) Your player model should be working now and using the alternate skin.
If
> it's still not, then you've probably missed something in your client dll
> where you're stomping on your skin setting.  I can't help you, you just
need
> to find your bug and restart at #2.
>
> 7) Yeah!  It works, the player model is changing!  Go back into
firstperson
> and look to see if the viewmodel is now also changing.  If it's not, are
you
> sure you're sending down a valid skin number?  They wrap ya know. If like,
> you set it to "2" and you only have skin 0 and skin 1, then it'll wrap
> around and pick skin 0 again.  Make sure you're picking a valid skin
number.
>
> 8) Still doesn't work?  You sure your viewent is the player?  If you're
> calling SET_VIEW() anywhere, such as your using a camera or something,
then
> you're not using the player.  I thought I mentioned this earlier.  Oh
well,
> the problem is that the skin is being taken from this entity, not the
> player.  Opps, oh well, hack that entities skin to something other than 0
> and try it.  It'll change now.  If not, then you're probably doing
something
> too complicated and I can't help you.
>
> 9) Cool, but that's probably not quite what you want.  You have players
> skins, but they don't match the viewmodel skins so you don't want to use
> that variable.  Well, you can either make them match (textures are unique
by
> name per model so if you list the same textures multiple times it won't
use
> up more memory so just make them match) or you can find some spot on the
> client to overwrite the clients skin value, maybe in
HUD_WeaponsPostThink(),
> but to be honest I'm not sure that's the best place.
>
> -Original Message-
> From: Chri

Re: [hlcoders] v_weaponmodels skin changing

2002-04-15 Thread Christopher Long

The player model changes fine Ken and there are 4 subskins. The view weapon
model also has 4 subskins but it won't change i set the player skin and
from what you say it should also change the view model but it doesn't
and this is from a fresh sdk install.

I used a fresh sdk straight off the assembly line and changed the player
model and the weapon view model(v_myweapon) still remains skin 1.

I'll look over the model again to make sure its all ok... but its showing
itself properly in half life model viewer so i don't see how it can have a
problem.

You sure its possible to change the skin on the weapon view model without
incorporating it into a submodel of the weapon like what is done with the
python
cause to date i haven't seen a mod that does it with no sub groups and just
a skin list.

- Original Message -
From: Ken Birdwell <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 15, 2002 10:40 AM
Subject: RE: [hlcoders] v_weaponmodels skin changing


> how to debug your problem:
>
> 1) Test your model in either the model viewer or as a cycler in a map
where
> you've set its "skin" to be something other than 0 and you're sure that
your
> textures are in fact changing
>
> 2) As a test, hack into your game dll and set the players skin to
something
> other than 0.  In firstperson mode you should see that the viewmodel also
> changes its skin.  If so, go to #9
>
> 3) Huh, didn't work.  Is pev->skin being networked for the player?  Is it
> being overwritten somewhere on the client?  As a test, make a version of
the
> player model that has a obvious skin change (like bright purple or
> something) and make sure you can see it in thirdperson mode (and not just
to
> other clients).
>
> 4) If you can't see the skin change on the player, then the data is
probably
> not being networked or it's being overwritten somewhere on your client.
Do
> you have any code on the client that changes skin?  If so, comment it out
or
> hack it to be something other the skin you want to see.  Does it change?
>
> 5) Still not working? Is it being networked?  Look at your network tables
> and see if its there.  If so, make sure it's being set in the game dll
(and
> it is stable, i.e. not being overwritten with some other code in your game
> dll) and then check its state in the client dll (write some code that'll
hit
> your breakpoint if the skin value is non-zero).  They should match.
>
> 6) Your player model should be working now and using the alternate skin.
If
> it's still not, then you've probably missed something in your client dll
> where you're stomping on your skin setting.  I can't help you, you just
need
> to find your bug and restart at #2.
>
> 7) Yeah!  It works, the player model is changing!  Go back into
firstperson
> and look to see if the viewmodel is now also changing.  If it's not, are
you
> sure you're sending down a valid skin number?  They wrap ya know. If like,
> you set it to "2" and you only have skin 0 and skin 1, then it'll wrap
> around and pick skin 0 again.  Make sure you're picking a valid skin
number.
>
> 8) Still doesn't work?  You sure your viewent is the player?  If you're
> calling SET_VIEW() anywhere, such as your using a camera or something,
then
> you're not using the player.  I thought I mentioned this earlier.  Oh
well,
> the problem is that the skin is being taken from this entity, not the
> player.  Opps, oh well, hack that entities skin to something other than 0
> and try it.  It'll change now.  If not, then you're probably doing
something
> too complicated and I can't help you.
>
> 9) Cool, but that's probably not quite what you want.  You have players
> skins, but they don't match the viewmodel skins so you don't want to use
> that variable.  Well, you can either make them match (textures are unique
by
> name per model so if you list the same textures multiple times it won't
use
> up more memory so just make them match) or you can find some spot on the
> client to overwrite the clients skin value, maybe in
HUD_WeaponsPostThink(),
> but to be honest I'm not sure that's the best place.
>
> -Original Message-
> From: Christopher Long [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, April 14, 2002 4:08 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] v_weaponmodels skin changing
>
>
> in other words since the player skin is changing the weapon one should as
> well... but there is something wrong with the weapon models qc file or
> something? Is that what your saying... if its not could please explain
> better i find the last bit hard to follow... do you mean if the players
sk

RE: [hlcoders] v_weaponmodels skin changing

2002-04-14 Thread Ken Birdwell

how to debug your problem:

1) Test your model in either the model viewer or as a cycler in a map where
you've set its "skin" to be something other than 0 and you're sure that your
textures are in fact changing

2) As a test, hack into your game dll and set the players skin to something
other than 0.  In firstperson mode you should see that the viewmodel also
changes its skin.  If so, go to #9

3) Huh, didn't work.  Is pev->skin being networked for the player?  Is it
being overwritten somewhere on the client?  As a test, make a version of the
player model that has a obvious skin change (like bright purple or
something) and make sure you can see it in thirdperson mode (and not just to
other clients).

4) If you can't see the skin change on the player, then the data is probably
not being networked or it's being overwritten somewhere on your client.  Do
you have any code on the client that changes skin?  If so, comment it out or
hack it to be something other the skin you want to see.  Does it change?

5) Still not working? Is it being networked?  Look at your network tables
and see if its there.  If so, make sure it's being set in the game dll (and
it is stable, i.e. not being overwritten with some other code in your game
dll) and then check its state in the client dll (write some code that'll hit
your breakpoint if the skin value is non-zero).  They should match.

6) Your player model should be working now and using the alternate skin.  If
it's still not, then you've probably missed something in your client dll
where you're stomping on your skin setting.  I can't help you, you just need
to find your bug and restart at #2.

7) Yeah!  It works, the player model is changing!  Go back into firstperson
and look to see if the viewmodel is now also changing.  If it's not, are you
sure you're sending down a valid skin number?  They wrap ya know. If like,
you set it to "2" and you only have skin 0 and skin 1, then it'll wrap
around and pick skin 0 again.  Make sure you're picking a valid skin number.

8) Still doesn't work?  You sure your viewent is the player?  If you're
calling SET_VIEW() anywhere, such as your using a camera or something, then
you're not using the player.  I thought I mentioned this earlier.  Oh well,
the problem is that the skin is being taken from this entity, not the
player.  Opps, oh well, hack that entities skin to something other than 0
and try it.  It'll change now.  If not, then you're probably doing something
too complicated and I can't help you.

9) Cool, but that's probably not quite what you want.  You have players
skins, but they don't match the viewmodel skins so you don't want to use
that variable.  Well, you can either make them match (textures are unique by
name per model so if you list the same textures multiple times it won't use
up more memory so just make them match) or you can find some spot on the
client to overwrite the clients skin value, maybe in HUD_WeaponsPostThink(),
but to be honest I'm not sure that's the best place.

-----Original Message-
From: Christopher Long [mailto:[EMAIL PROTECTED]]
Sent: Sunday, April 14, 2002 4:08 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] v_weaponmodels skin changing


in other words since the player skin is changing the weapon one should as
well... but there is something wrong with the weapon models qc file or
something? Is that what your saying... if its not could please explain
better i find the last bit hard to follow... do you mean if the players skin
and model groups are changing then the weapon should or what?
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Re: [hlcoders] v_weaponmodels skin changing

2002-04-14 Thread Christopher Long

in other words since the player skin is changing the weapon one should as
well... but there is something wrong with the weapon models qc file or
something? Is that what your saying... if its not could please explain
better i find the last bit hard to follow... do you mean if the players skin
and model groups are changing then the weapon should or what?
- Original Message -
From: Ken Birdwell <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, April 14, 2002 12:36 PM
Subject: RE: [hlcoders] v_weaponmodels skin changing


> The viewmodel inherits the skin setting (and everything else except model,
> frame, and sequence) of the client's viewent, which is typically the
player.
> If you can locally - on the client - change the players skin (and body,
> etc.) then the weapon should work how you want.
>
> -Original Message-
> From: Christopher Long [mailto:[EMAIL PROTECTED]]
> Sent: Saturday, April 13, 2002 6:44 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] v_weaponmodels skin changing
>
>
> bump does anyone know the answer to this i'd like to clear it up
for
> myself.
> - Original Message -
> From: Christopher Long <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, April 13, 2002 5:59 PM
> Subject: [hlcoders] v_weaponmodels skin changing
>
> I've noticed that the python weapon model has submodel groups in it but
what
> i really want to do is change the v_models skins on demand. you can set a
> players skin by playerPointer->pev->skin but it doesn't seem to work on
> v_weaponmodels... i tried adding it to the deploy function (pev->skin = 2)
> but it doesn't do anything the model stays its first skin.
>
> I have a compiled model with multiple skins already set up and i have done
> skin changes with player models before but it doesn't seem to work with
the
> weapons for me.
>
> desert crisis did multiple submodels for each skin change. Am i not able
to
> change the skin colour of a v_weaponmodel without making each skin colour
> change a submodel of the v_weaponmodel?
>
> Anyone got any ideas about this as to whether you can do it? maybe i am
> doing it wrong but i dunno. All that changes in the v_weaponmodel is the
> hands skins the weapon itself stays untouched but since the hands are
> compiled into the weapons its really part of the weapon so it should
change
> :/ i dunno..
>
> help anyone??? it'd be appreciated.
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please visit:
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>

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RE: [hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Ken Birdwell

The viewmodel inherits the skin setting (and everything else except model,
frame, and sequence) of the client's viewent, which is typically the player.
If you can locally - on the client - change the players skin (and body,
etc.) then the weapon should work how you want.

-Original Message-
From: Christopher Long [mailto:[EMAIL PROTECTED]]
Sent: Saturday, April 13, 2002 6:44 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] v_weaponmodels skin changing


bump does anyone know the answer to this i'd like to clear it up for
myself.
- Original Message -
From: Christopher Long <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 13, 2002 5:59 PM
Subject: [hlcoders] v_weaponmodels skin changing

I've noticed that the python weapon model has submodel groups in it but what
i really want to do is change the v_models skins on demand. you can set a
players skin by playerPointer->pev->skin but it doesn't seem to work on
v_weaponmodels... i tried adding it to the deploy function (pev->skin = 2)
but it doesn't do anything the model stays its first skin.

I have a compiled model with multiple skins already set up and i have done
skin changes with player models before but it doesn't seem to work with the
weapons for me.

desert crisis did multiple submodels for each skin change. Am i not able to
change the skin colour of a v_weaponmodel without making each skin colour
change a submodel of the v_weaponmodel?

Anyone got any ideas about this as to whether you can do it? maybe i am
doing it wrong but i dunno. All that changes in the v_weaponmodel is the
hands skins the weapon itself stays untouched but since the hands are
compiled into the weapons its really part of the weapon so it should change
:/ i dunno..

help anyone??? it'd be appreciated.
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Re: [hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Christopher Long

bump does anyone know the answer to this i'd like to clear it up for
myself.
- Original Message -
From: Christopher Long <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, April 13, 2002 5:59 PM
Subject: [hlcoders] v_weaponmodels skin changing


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that the python weapon model has submodel groups in it but what
i really want to do is change the v_models skins on demand. you can set a
players skin by playerPointer->pev->skin but it doesn't seem to work on
v_weaponmodels... i tried adding it to the deploy function (pev->skin = 2)
but it doesn't do anything the model stays its first skin.

I have a compiled model with multiple skins already set up and i have done
skin changes with player models before but it doesn't seem to work with the
weapons for me.

desert crisis did multiple submodels for each skin change. Am i not able to
change the skin colour of a v_weaponmodel without making each skin colour
change a submodel of the v_weaponmodel?

Anyone got any ideas about this as to whether you can do it? maybe i am
doing it wrong but i dunno. All that changes in the v_weaponmodel is the
hands skins the weapon itself stays untouched but since the hands are
compiled into the weapons its really part of the weapon so it should change
:/ i dunno..

help anyone??? it'd be appreciated.

thanks in advance
Christopher Long.
--

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[hlcoders] v_weaponmodels skin changing

2002-04-13 Thread Christopher Long

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that the python weapon model has submodel groups in it but what i really 
want to do is change the v_models skins on demand. you can set a players skin by 
playerPointer->pev->skin but it doesn't seem to work on v_weaponmodels... i tried 
adding it to the deploy function (pev->skin = 2) but it doesn't do anything the model 
stays its first skin.

I have a compiled model with multiple skins already set up and i have done skin 
changes with player models before but it doesn't seem to work with the weapons for me.

desert crisis did multiple submodels for each skin change. Am i not able to change the 
skin colour of a v_weaponmodel without making each skin colour change a submodel of 
the v_weaponmodel?

Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong 
but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon 
itself stays untouched but since the hands are compiled into the weapons its really 
part of the weapon so it should change :/ i dunno..

help anyone??? it'd be appreciated.

thanks in advance
Christopher Long.
--

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