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[REQ] View and Weapon Model Index


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meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 01-01-2010 , 21:33   [REQ] View and Weapon Model Index
Reply With Quote #1

Quote:
Originally Posted by #8 SickneSS View Post
Somebody know how to glow weapons in v_ ( view ) player?

sorry,for my bad english
Quote:
Originally Posted by Arkshine View Post
With a module it's probably possible.
Agreeing to arkshine's reply for that thread... anyone "can", make it? Because a lot of people needs something like that, it will be cool.

Thanks in advance
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-02-2010 , 10:06   Re: [REQ] View and Weapon Model Index
Reply With Quote #2

Actually I'm no sure. If you take a look in DMC code source, you will see the glow on the view player is done on the client.

server-side ; the same as you would do with amxx so glowing the whole player

Code:
if ( m_iQuakeItems & IT_INVISIBILITY ) {     pev->renderfx = kRenderFxGlowShell;     pev->rendercolor = Vector( 128, 128, 128 ); // RGB     pev->renderamt = 5; // Shell size }

client-side ; GetViewEntity() being an engine call.

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

Code:
/* ================= GetViewEntity Return's the current weapon/view model ================= */ struct cl_entity_s *GetViewEntity( void ) {     return gEngfuncs.GetViewModel(); }


So, I'm not sure really if it's possible with a server-side module.
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meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 01-02-2010 , 14:52   Re: [REQ] View and Weapon Model Index
Reply With Quote #3

Quote:
Originally Posted by Arkshine View Post
Actually I'm no sure. If you take a look in DMC code source, you will see the glow on the view player is done on the client.

server-side ; the same as you would do with amxx so glowing the whole player

Code:
if ( m_iQuakeItems & IT_INVISIBILITY ) { pev->renderfx = kRenderFxGlowShell; pev->rendercolor = Vector( 128, 128, 128 );    // RGB pev->renderamt = 5;    // Shell size }


client-side ; GetViewEntity() being an engine call.

Code:
cl_entity_t *view;
view = GetViewEntity();

//Adrian - The actual "magic" is done in the //Studio drawing code. if ( m_iQuakeItems & IT_INVISIBILITY ) { if( view ) { view->curstate.renderfx = kRenderFxGlowShell;
view->curstate.renderamt = 5;

view->curstate.rendercolor.r = 125;
view->curstate.rendercolor.g = 125;
view->curstate.rendercolor.b = 125;
} }    



Code:
/*
=================
GetViewEntity

Return's the current weapon/view model
=================
*/
struct cl_entity_s *GetViewEntity( void ) {     return gEngfuncs.GetViewModel();
}




So, I'm not sure really if it's possible with a server-side module.
But, there is a possibility that can be possible? Or, you think it's a "zero" probability?
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
meTaLiCroSS is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-02-2010 , 15:14   Re: [REQ] View and Weapon Model Index
Reply With Quote #4

I don't know enough C++ and HL1 engine to know if you can do something server-side.
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