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Render viewmodel


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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 05-01-2009 , 12:34   Render viewmodel
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How i can render viewmodel (that model wich player see himself on his hud )
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xbatista
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Old 05-01-2009 , 12:42   Re: Render viewmodel
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Quote:
if you really want the v_ model to be rendered, and maybe it is a specific weapon that will be only glowing one color (zombie knife glowing red? idk?) you could always decompile the model you want to use, copy the faces and scale them up to make a shell around the weapon, and slap a chrome&transparent texture on it that will give it the same effect.
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xPaw
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Old 05-01-2009 , 12:46   Re: Render viewmodel
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uhm not a best way -_-'
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Arkshine
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Join Date: Oct 2005
Old 05-01-2009 , 13:02   Re: Render viewmodel
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I'm pretty sure that there is a way using FM_AddToFullPack.
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xPaw
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Old 05-01-2009 , 13:21   Re: Render viewmodel
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Hmmm good idea
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SchlumPF*
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Old 05-02-2009 , 13:28   Re: Render viewmodel
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simply try changing rendering everytime addtofullpack is fired, i dont think that it will work since the viewmodel is not an ent.
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xPaw
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Old 05-02-2009 , 13:58   Re: Render viewmodel
Reply With Quote #7

What is it then? if i see model
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SchlumPF*
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Old 05-02-2009 , 14:55   Re: Render viewmodel
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pev_viewmodel and pev_viewmodel2, maybe you change the rendering of the weapon itself
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hleV
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Old 05-02-2009 , 16:00   Re: Render viewmodel
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I also really need to make player's weapon glow in first person mode. So if anyone got an idea how to do that via AMXX, please try to implement it. We already have the methods for in-hand & on-ground models. This is the only one left.
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Arkshine
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Join Date: Oct 2005
Old 05-02-2009 , 16:10   Re: Render viewmodel
Reply With Quote #10

in DMC, you can find something like :

Code:
cl_entity_t *view; view = GetViewEntity(); //Adrian - The actual "magic" is done in the //Studio drawing code. if ( m_iQuakeItems & IT_INVISIBILITY ) {     view->curstate.renderfx = kRenderFxGlowShell;     view->curstate.renderamt = 5;                         view->curstate.rendercolor.r = 125;     view->curstate.rendercolor.g = 125;     view->curstate.rendercolor.b = 125; }

GetViewEntity being : gEngfuncs.GetViewModel().

I'm not sure it's the same than the weapon entity which you're holding. ( Not drawed ; I've tested and doesn't work )
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