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[TF2] Model Manager 1.0.4 (08/03/2013)


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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 09-10-2012 , 14:52   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #511

This viewmodel error happens a lot when you equip a model onto a player that doesn't have proper weapon bones to hold the weapon..

Try equipping a static prop / model with collapsed bones onto a player.. like a crate or palm tree. Be a scout while doing this, (scout scattergun is a good example). The viewmodel of the scout's scattergun will then be centered in the middle of the screen later on, usually persists through death.

Tested it out, doesn't seem to happen every time, but it does sometimes =/
Happens a lot to me and others when we equip static props.
Have not had it happen with any other models.

Might have something to do with the removal of the model as the weapon is firing/being equipped or something like that.

Last edited by friagram; 09-10-2012 at 15:14.
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Elvin1396
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Join Date: Jun 2012
Location: mlp_party
Old 09-10-2012 , 19:57   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #512

Just wondering, will this plugin ever be updated to add team defaults, like make two models available for both teams but by default they will have one or the other equipped? Also, will there also ever be user defaults, as in specific people default to certain models/skins? Great plugin by the way. I still remember people's reactions from seeing themselves be Rainbow Dash for the first time.
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Helvetica
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Join Date: Nov 2011
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Old 09-10-2012 , 22:10   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #513

Quote:
Originally Posted by friagram View Post
This viewmodel error happens a lot when you equip a model onto a player that doesn't have proper weapon bones to hold the weapon..

Try equipping a static prop / model with collapsed bones onto a player.. like a crate or palm tree. Be a scout while doing this, (scout scattergun is a good example). The viewmodel of the scout's scattergun will then be centered in the middle of the screen later on, usually persists through death.

Tested it out, doesn't seem to happen every time, but it does sometimes =/
Happens a lot to me and others when we equip static props.
Have not had it happen with any other models.

Might have something to do with the removal of the model as the weapon is firing/being equipped or something like that.
But Model Manager only set's the world model right? How can it possibly affect the view model when that is just using the client's default? Also, as I mentioned above it has happened to me with just reskins that didn't even use an altered model.
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friagram
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Join Date: Sep 2012
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Old 09-10-2012 , 23:16   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #514

Well, most models use cmodels, (combined models?), it's the same model you see first person and third person, I think valve stopped using v/w models a long time ago. Even though you can't push the viewmodels, it doesn't matter... Every model has different bones for holding weapons. Try to equip a medic bonesaw on a sniper, he'll hold it upside-down because his weapon bones for that (weapon bone-1-2-3 whatever it is) is oriented differently than the medics.

I think this is the problem, i'm not sure.

But it always happens to me.. If i equip a static model with no bones, or a model with the wrong bones, die, and respawn with the model, my viewmodels are messed up.

Oh -- and the crashing is back when I add lots of models
Have to remove some to fix it.
Perhaps there's just too much on the download table?

Last edited by friagram; 09-10-2012 at 23:17.
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Helvetica
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Old 09-11-2012 , 01:42   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #515

That doesn't explain why the animations are messed up, sure incorrect weapon bones will result in weird equips, but why is that loading incorrect animations? That doesn't make any sense. And this is happening on models that have all the proper bones for the class it is for. Loading a static prop as a player model will obviously cause problems, but this is happening with even the default class models.
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Elvin1396
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Join Date: Jun 2012
Location: mlp_party
Old 09-11-2012 , 18:43   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #516

Quote:
Originally Posted by Elvin1396 View Post
Just wondering, will this plugin ever be updated to add team defaults, like make two models available for both teams but by default they will have one or the other equipped? Also, will there also ever be user defaults, as in specific people default to certain models/skins? Great plugin by the way. I still remember people's reactions from seeing themselves be Rainbow Dash for the first time.
What I mean is, will there ever be BLUE_DEFAULT/RED_DEFAULT option and a ID_DEFAULT settings
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friagram
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Old 09-12-2012 , 13:02   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #517

Can't you just make 2 entries for the same model, one red and 1 blue, and set both defaults?

I do something similar to models that have 2 different names, like red/scootaloo / blue/firefly
or red/joker blue/riddler, just make 2 entries

as far as user IDs to override default entries, it probably will do this as it parses, just put them before the other entries, it'll probably stop when it hits this, and grant that model as default first....

somedefault model whatevername
teams all
flags admin only
steamid myid

somedefault model uniquename1
teams blue
flags default

somedefault model uniquename2
teams red
flags default

Last edited by friagram; 09-12-2012 at 13:05.
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Elvin1396
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Join Date: Jun 2012
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Old 09-12-2012 , 14:22   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #518

Quote:
Originally Posted by friagram View Post
Can't you just make 2 entries for the same model, one red and 1 blue, and set both defaults?

I do something similar to models that have 2 different names, like red/scootaloo / blue/firefly
or red/joker blue/riddler, just make 2 entries

as far as user IDs to override default entries, it probably will do this as it parses, just put them before the other entries, it'll probably stop when it hits this, and grant that model as default first....

somedefault model whatevername
teams all
flags admin only
steamid myid

somedefault model uniquename1
teams blue
flags default

somedefault model uniquename2
teams red
flags default
Wow.... I can't believe I hadn't thought of that. Guess I'm too of a straightforward thinker at times. Will try out later when I get the chance. Thanks!
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FlaminSarge
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Join Date: Jul 2010
Old 09-12-2012 , 18:45   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #519

Helvetica's issue isn't that the bones are wrong, the issue is that the weapons are pulling the wrong m_nSequence mappings from somewhere. I will try to see if I can fix it without breaking my viewmodel-changing stuff in another plugin.
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Ramalin
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Join Date: May 2012
Location: In the universe
Old 09-13-2012 , 00:32   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #520

I know this is something really big but it would mean the world if you would convert these models for me and then email me them at [email protected].

http://gamebanana.com/tf2/skins/80046

http://gamebanana.com/tf2/skins/43146

http://gamebanana.com/tf2/skins/71917

http://gamebanana.com/tf2/skins/45246

http://gamebanana.com/tf2/skins/61891

http://gamebanana.com/tf2/skins/66352

http://gamebanana.com/tf2/skins/113351

http://gamebanana.com/tf2/skins/101328

Thank you guys! You're the best.
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