I'd imagine it looks bad, would be harder to rig/setup things, you'd have to
re-do the third-person animations, etc.

On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer <darksk...@gmail.com> wrote:

> Consider totally ridding the game of the view models and just positioning
> the camera where you can see the world model. Its 100% possible, but will
> take some time to pull off.
>
> On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires <stephen.swi...@gmail.com
> >wrote:
>
> > Having them as seperate models makes it even more of a pain
> >
> > On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison <saul.renni...@gmail.com
> > >wrote:
> >
> > > I want to save animating till later to be honest. And I'd prefer to
> > > have all the attachments as seperate models and attach them when need
> > > be. I don't want players to be removing / attaching on the fly; a bit
> > > like CoD4 attachments.
> > >
> > > All I want is code / concepts of how I would spawn this model and
> > > attach it to the local client's viewmodel (doing worldmodel later).
> > >
> > > FYI Viewmodels are bummers :(
> > >
> > > Thanks,
> > > - Saul.
> > >
> > > On 5 Oct 2009, at 22:35, Ryan Sheffer <darksk...@gmail.com> wrote:
> > >
> > > > Its best to just have the scope as a model group mentioned above. If
> > > > you
> > > > want the players hand to put the scope on, making the scopes verts
> > > > part of
> > > > bone and parent that bone to the hand during the animation and once
> > > > attached
> > > > unparent in the animation. Then just have the scope model group stay
> > > > on
> > > > until the player removed it again.
> > > >
> > > > If you dont want to do this, parenting new models to the player v
> > > > model is
> > > > going to be an annoying task, but its possible. Just need to keep in
> > > > mind
> > > > that it is hidden to all players cept the local. Maybe having the
> > > > model
> > > > entirely client side would be wise? But maybe too much work to setup.
> > > >
> > > > On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
> > stephen.swi...@gmail.com
> > > > >wrote:
> > > >
> > > >> You could try using bodygroups on the weapon and view model
> > > >>
> > > >> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
> > saul.renni...@gmail.com
> > > >>> wrote:
> > > >>
> > > >>> Hey hlcoders,
> > > >>>
> > > >>> I'm wondering how I'd go about adding normal static props (i.e. a
> > > >>> small
> > > >>> scope) to an existing weapon. I've tried bone merging the
> > > >>> viewmodel to a
> > > >>> static prop I created to no avail, albeit I'm not sure I'm doing it
> > > >>> correctly. I'm basically requesting:
> > > >>>
> > > >>>  - How would I go about spawning a prop/another viewmodel, and
> > > >>> where I
> > > >>>  should do this in the code;
> > > >>>  - How would I attach this newly spawned prop to my viewmodel (it's
> > > >>>  currently a bone, v_weapon.Scope.Attachment)
> > > >>>  - Has anyone tried this before and are they willing to release
> code
> > > >>>  [snippets].
> > > >>>
> > > >>>
> > > >>> Thanks so much in advance,
> > > >>> - Saul.
> > > >>> _______________________________________________
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > > >>> archives,
> > > >>> please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>
> > > >>>
> > > >>
> > > >>
> > > >> --
> > > >> - Stephen Swires
> > > >> _______________________________________________
> > > >> To unsubscribe, edit your list preferences, or view the list
> > > >> archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>
> > > >>
> > > >
> > > >
> > > > --
> > > > ~Ryan ( skidz )
> > > > _______________________________________________
> > > > 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
> > >
> > >
> >
> >
> > --
> > - Stephen Swires
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~Ryan ( skidz )
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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