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powell, Ill test this for ya if ya like. oh and I figured the text thing out like 5 seconds after I posted that last post. lol. but thanks anyways. also, tell Bruno to get me on msn tommorow as I had a great idea that he may be interested in.
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Very very nice! good if ur a beginner and wanna see how proofs play and aim to :)
Offtopic: wreally nice weapon skins! did u do themself or are they released?(or maybe both) |
Del. Ok, I'll let Bruno know.
sWe. I made and released them. You can grab them [url=http://www.dirtyrottentouchholes.com/AuthenticWeaponSkins3.0.zip:e7dea]here[/url:e7dea]. |
Hey, Powell, looks good. Just wanted to throw an opinion in here. Seems like there's a little discussion going on about using cheats with this mod to catch cheaters. I would just like to say that adding the two together in the same subject seems to me to be similar to talking about cheat websites on aa.com forums, no? I think if you're interested enough in using a cheat to see if someone's cheating, figure it out in private as through public discussion you're bound to teach a few of the novices how to cheat.... and what's worse, is how to cheat with common detections in mind.
Just a thought. In any case, it does look good. Sounds like you moved the 3rd person camera into the face of the 3rd person model, is that correct? Is there no way to just change to the first person camera? |
The only reason I mentioned the use of admins with cheats to catch cheaters is b/c someone was wondering if that could be used with the mod.
About the camera, yeah I readjusted it as best as possible in front of the eyes. I have been thinking about how to draw that first person viewmodel and how they have a camera attached to the player's eyebone. If I could figure that out, then we could have the real 1st person view and that would be 10x better than this. |
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[quote:d0390]About the camera, yeah I readjusted it as best as possible in front of the eyes. I have been thinking about how to draw that first person viewmodel and how they have a camera attached to the player's eyebone. If I could figure that out, then we could have the real 1st person view and that would be 10x better than this.[/quote:d0390] What I was saying is, is it not at all possible to use the same attrib's of the 1st person? I mean, seems like you're reinventing the wheel here. Don't get me wrong, I haven't a clue what has to be done. Seems like you would only do this if it were impossible to use the 1st person for spectate. Since you're obviously reverse engineering to do this in the first place, couldn't you just find all of the attrib's set up for first person play? A good place to look would be the where the variable for third/first person boolean is defined. Should be able to find your way back to the actual definition from there, no? |
Actually, I am looking for that right now. As of now I know that the 1st person camera is attached to the eyebone of the player somehow. I been skimming through all of the .dll files and the .exe files but haven't found anything that shows how I can access this view from outside the player. I even went through every cvar command that can be used in the console. But, I am not going to stop trying with this. I know it can be done, there has to be a way.
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However, you're right about the 1st person modeling. There's really nothing there except the hands and weapon and in some cases a leg or two. biggrin: This is really evident to the novice/non-modder if they use a skin that does have a leg as you'll notice it never moves. I would attribute this modding to better performance. It's like farview: after a certain distance, your MOH engine is supposed to turn off any models so that it doesn't have to worry about rendering them as you really can't see them anyway. Not having to render them means less resources used and thus better performance. It just seems odd to me that the SP/1st person view would be that hidden inside the engine. Not to say you're not doing your best. Just saying that it's so predominently used in both the SP and MP portions of the game... Hmmm, is all I'm saying. biggrin: |
looks amazing
your graphics rock |
Well actually, if you want to see through the eyebone of your player, you can type cg_animationviewmodel 1 in the console. You then get the swaying of your player and if you look down you can see only the arms.
But, if you think about it, there has to be a setting somewhere that tells the game to use that first person view. Maybe it is a camera or whatnot. |
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Well, what definition would I be looking for? I tried cameras, viewangles, viewmodels, playermodels. positions. No luck.
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Well, I just found this one, but not sure what it does:
seta cg_drawviewmodel 2 I don't think that's the same one that you can use to always have 3rd person, though, is it? That's what I was thinking of when mentioning it, and if you just referenced it, then nevermind. It was just a thought that you could backtrack through the functions to find the original definition of the variable. |
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