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