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Some pev_body information


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r0ck
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Join Date: Jun 2011
Location: India
Old 05-16-2014 , 14:31   Re: Some pev_body information
Reply With Quote #21

yea maybe delaying would work .. thanks i will check
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ConorCC
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Join Date: Feb 2014
Old 06-13-2017 , 12:59   Re: Some pev_body information
Reply With Quote #22

Somebody breaked the 256 combinations limit. How to break it?
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PRoSToTeM@
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Join Date: Jan 2010
Location: Russia, Ivanovo
Old 06-13-2017 , 16:46   Re: Some pev_body information
Reply With Quote #23

Quote:
Originally Posted by ConorCC View Post
Somebody breaked the 256 combinations limit. How to break it?
delta.lst
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gabuch2
AlliedModders Donor
Join Date: Mar 2011
Location: Chile
Old 06-15-2017 , 14:02   Re: Some pev_body information
Reply With Quote #24

What about non-CS games and cl_himodels? Aren't submodels managed by the client?
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her0p
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Join Date: Nov 2011
Old 10-25-2017 , 18:55   Re: Some pev_body information
Reply With Quote #25

Quote:
Originally Posted by PRoSToTeM@ View Post
delta.lst
good, I am trying to create submodels but I can not find the way to do it correctly, could someone teach me or tell me a manual?
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RaZ_HU
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Join Date: May 2015
Location: Hungary
Old 08-10-2018 , 13:28   Re: Some pev_body information
Reply With Quote #26

I have 2 questions:
- The 255 submodel limit applies per model or overall?
- How can I "merge" models which has been split into 4-5-6 or more .smd files to keep the high poly count?


P.S.: sorry for dumping this old lady thread.

Edit:
I just realized that this (nor pev_skin) does not work for v_ models

Last edited by RaZ_HU; 08-10-2018 at 18:43.
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Vieni
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Join Date: Apr 2018
Old 04-18-2020 , 10:48   Re: Some pev_body information
Reply With Quote #27

Does anyone know that how much animations a model can have?
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RaZ_HU
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Join Date: May 2015
Location: Hungary
Old 04-29-2020 , 06:37   Re: Some pev_body information
Reply With Quote #28

Quote:
Originally Posted by Vieni View Post
Does anyone know that how much animations a model can have?
256

Based on this: http://www.the303.org/tutorials/gold_mdl.htm
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rtxa
Senior Member
Join Date: Mar 2018
Location: Argentina
Old 04-30-2020 , 21:47   Re: Some pev_body information
Reply With Quote #29

Thanks for the info, a pity that Half-Life has the pev->body hardcoded in the client-side to 1

CStudioModelRenderer::StudioDrawPlayer()
PHP Code:

if (!(m_pCvarDeveloper->value == && gEngfuncs.GetMaxClients() == 1) && (m_pRenderModel == m_pCurrentEntity->model))
    
m_pCurrentEntity->curstate.body 1
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.DeeD.
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Join Date: May 2020
Old 05-29-2020 , 15:29   Re: Some pev_body information
Reply With Quote #30

It's there a way to add models split into parts as a submodel? Merging them into one smd doesn't work because of the amount of vertices error.
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