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-   -   Having a player model (with no animations) what uses other player model's animation (https://forums.alliedmods.net/showthread.php?t=263293)

.Dare Devil. 05-22-2015 11:22

Having a player model (with no animations) what uses other player model's animation
 
Hello everyone, long time no see ...
Anyways.

So i took one costom player model, its skeleton is same as default one's.
It also had same animations as default models.
I removed all animations from that player model.

Usually player models with animations are 1-3mb
but one without them is 100-300kb

Now in order to use that model without animation and forcing model to use
one of the default model's animation would be:
-creating new entity
-giving it that new model
-set_pev pev_aim_ent so model would follow the player and its animation, angle and everything
-make the default player's entity invisible

this way is terrible because:
1. i would be using one extra entity for each player
2. it will use alot more cpu/gpu even when old model is invisible
it still acts like it renders 2 entities even tho one is invisible.

Is there any other way to do what i want?
A way without creating an extra entity.
Thank you!

Shiina.Mashiro 05-22-2015 11:52

Re: Having a player model (with no animations) what uses other player model's animati
 
Just a small question, why do you need to remove the animation of the models? To save some hard disk memory?
Btw I don't think your way could work properly.

Depresie 05-22-2015 12:03

Re: Having a player model (with no animations) what uses other player model's animati
 
i dont know exactly what you mean.. but maybe this will help you, https://forums.alliedmods.net/showthread.php?t=91860

.Dare Devil. 05-22-2015 20:10

Re: Having a player model (with no animations) what uses other player model's animati
 
Quote:

Originally Posted by Shiina.Mashiro (Post 2299740)
Just a small question, why do you need to remove the animation of the models? To save some hard disk memory?
Btw I don't think your way could work properly.

1. Have you ever been into a server what downloads player models like forever?
2. My way works ... it just works, its not a good solution yet it works.

Quote:

Originally Posted by Depresie (Post 2299743)
i dont know exactly what you mean.. but maybe this will help you, https://forums.alliedmods.net/showthread.php?t=91860

Yea ... i kinda understand that you don't know what i meant.


To everyone else who is reading this:
Am i really that bad at explaining things?
Are they only ones who doesn't understand, is it me or ... ?
yea ... let me know please.

Shiina.Mashiro 05-22-2015 21:27

Re: Having a player model (with no animations) what uses other player model's animati
 
Quote:

Originally Posted by .Dare Devil. (Post 2299906)
1. Have you ever been into a server what downloads player models like forever?
2. My way works ... it just works, its not a good solution yet it works.

With a Fast-DL server that isn't a big problem.
Btw can you give me the non-animation model? I wanna try it out.

Depresie 05-24-2015 09:07

Re: Having a player model (with no animations) what uses other player model's animati
 
so, you want players to not wait much at downloading resources?

frk_14 05-25-2015 19:02

Re: Having a player model (with no animations) what uses other player model's animati
 
create a default model (animations) w/o mesh , and replace the pmodel ent model.
problem :now you dont have more weapons :p ; perfect for zombies

.Dare Devil. 05-26-2015 10:13

Re: Having a player model (with no animations) what uses other player model's animati
 
Quote:

Originally Posted by frk_14 (Post 2301038)
create a default model (animations) w/o mesh , and replace the pmodel ent model.
problem :now you dont have more weapons :p ; perfect for zombies

thats genius xD
All tho you can't see player holding weapon ... thats the down side of this.

I guess im going to create model with default animation and with no mesh ( still there has to be some polys for each joint, other ways compiler would not let me ) then going to add this model to player
and create an entity for real model what would follow the animations.

I could use this extra entity's p_model for hats or stuff like these.


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