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Changing Sub-Model of v_ model


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meTaLiCroSS
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Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 11-06-2014 , 17:36   Re: Changing Sub-Model of v_ model
Reply With Quote #11

Well, I think this it's like an option.

Having separate models can help you to solve this, but you will be exceding 512 model limit if you are going to add some more.

But, having them in one model with different hands, you'll need to make server send always custom animations, and that will cause more packets to be sent -> bandwidth usage

If you want the second one, tell me and I'll let you a nice code
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You're right Metalicross
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yokomo
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Old 11-06-2014 , 23:03   Re: Changing Sub-Model of v_ model
Reply With Quote #12

Quote:
Originally Posted by meTaLiCroSS View Post
Well, I think this it's like an option.

Having separate models can help you to solve this, but you will be exceding 512 model limit if you are going to add some more.

But, having them in one model with different hands, you'll need to make server send always custom animations, and that will cause more packets to be sent -> bandwidth usage

If you want the second one, tell me and I'll let you a nice code
Don't need to ask bro, just share you code here, this will help others.
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meTaLiCroSS
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Old 11-07-2014 , 09:17   Re: Changing Sub-Model of v_ model
Reply With Quote #13

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Originally Posted by yokomo View Post
Don't need to ask bro, just share you code here, this will help others.
Don't know if it's your case, but I'm a busy man and I don't like to waste my time, that's why I ask him everything is possible, but time isn't
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You're right Metalicross
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Closer456
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Join Date: May 2013
Old 11-07-2014 , 12:00   Re: Changing Sub-Model of v_ model
Reply With Quote #14

Quote:
Originally Posted by meTaLiCroSS View Post
Well, I think this it's like an option.

Having separate models can help you to solve this, but you will be exceding 512 model limit if you are going to add some more.

But, having them in one model with different hands, you'll need to make server send always custom animations, and that will cause more packets to be sent -> bandwidth usage

If you want the second one, tell me and I'll let you a nice code
Can u share your code? I'd like to know
I have a CSO server running and i want a separate hand model as well.
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Jhob94
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Join Date: Jul 2012
Old 11-07-2014 , 12:12   Re: Changing Sub-Model of v_ model
Reply With Quote #15

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Originally Posted by Closer456 View Post
Can u share your code? I'd like to know
I have a CSO server running and i want a separate hand model as well.
Didn't you saw his answer to yokomo? Indirectly he said that you must pay for it
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Fr33m@n
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Old 11-07-2014 , 13:08   Re: Changing Sub-Model of v_ model
Reply With Quote #16

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Originally Posted by Jhob94 View Post
Didn't you saw his answer to yokomo? Indirectly he said that you must pay for it
I would rather call that get rekt.
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meTaLiCroSS
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Old 11-07-2014 , 13:28   Re: Changing Sub-Model of v_ model
Reply With Quote #17

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Originally Posted by Jhob94 View Post
Didn't you saw his answer to yokomo? Indirectly he said that you must pay for it
I didn't asked for money buddy. If he wants a code I would give him since I love art, no other thing related. Also haven't tested it, but it was a wild guess. Now I'll be testing a few things and then i'll do that code
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You're right Metalicross
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Jhob94
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Old 11-07-2014 , 14:34   Re: Changing Sub-Model of v_ model
Reply With Quote #18

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Originally Posted by meTaLiCroSS View Post
I didn't asked for money buddy.
When steam screwed up 1.6, wasn't asking for money people buy cs:go either
I love art too. But i am Deidara's art fan, the art is an explosion
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datyin
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Old 11-07-2014 , 15:37   Re: Changing Sub-Model of v_ model
Reply With Quote #19

Quote:
Originally Posted by Fr33m@n View Post
alternative way, a different model for women.
I'm already using that method...

Quote:
Originally Posted by meTaLiCroSS View Post
Well, I think this it's like an option.
But, having them in one model with different hands, you'll need to make server send always custom animations, and that will cause more packets to be sent -> bandwidth usage

If you want the second one, tell me and I'll let you a nice code
I've tried that way but it throw animation bug sometimes...
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meTaLiCroSS
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Old 11-07-2014 , 16:26   Re: Changing Sub-Model of v_ model
Reply With Quote #20

Quote:
Originally Posted by datyin View Post
I've tried that way but it throw animation bug sometimes...
Problem is that client predicts animations. That's handled by the cl_lw cvar, and it was made for saving bandwidth. Server will know about cl_lw value of every client. And mod gets that value with CanSkipPlayer function.

SendWeaponAnim function it's the one who """sends""" animations to client. But they are never sent. Source code from CS:

PHP Code:
void CBasePlayerWeapon::SendWeaponAnim(int animationint skiplocal)
{
  
m_pPlayer->pev->weaponanim animation;
  if ( !
skiplocal || !ENGINE_CANSKIPm_pPlayer->edict() ) )
  {
    
MESSAGE_BEGINMSG_ONESVC_WEAPONANIMNULLm_pPlayer->pev );
    
WRITE_BYTEiAnim );                        // sequence number
    
WRITE_BYTEpev->body );                    // weaponmodel bodygroup.
    
MESSAGE_END();
  }

On CS, SendWeaponAnim is present on every specific event that animation should be sent (idle, reload, grenade/c4 specific, etc). But SVC_WEAPONANIM msg is never send because skiplocal param is always true and ENGINE_CANSKIP will return 1 if client has cl_lw cvar enabled. So, guessing, this would be never called.

If you want to force animation send to client, just hook FM_CanSkipPlayer, make it return false, and recode weapon fire animation because CS didn't implement that thing on PrimaryAttack functions. (hook PlaybackEvent as a method described on a tutorial, forget which one)

By following this logic, you'll just need to edit weapon entity's pev_body value to the correct handgroup you want to show to player.

Also, I haven't tested this because I don't know if client predicts first and gets a response then, because in that case animations will screw up and this will go hell
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