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?
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to