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