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 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 > _______________________________________________ > 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