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weapon models & r_screenoverlay


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Grrrrrrrrrrrrrrrrrrr
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Join Date: Oct 2007
Old 05-06-2009 , 14:05   weapon models & r_screenoverlay
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Hi,

As far as I know, changing the view weapon models is currently not possible.
(Yes, I know about the extension that changes the world weapon model.)

May r_screenoverlay be used to change the weapon model by overlapping it with an image?

(I did a search on the forum using the following key words and nothing relevant showed up: weapon r_screenoverlay and model r_screenoverlay.)
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NeoDement
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Old 05-06-2009 , 14:27   Re: weapon models & r_screenoverlay
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If you could, it would look pretty horrible, HL2 isn't DOOM
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CrimsonGT
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Old 05-06-2009 , 21:48   Re: weapon models & r_screenoverlay
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Thats a horrible idea anyway you do it.
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Grrrrrrrrrrrrrrrrrrr
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Old 05-06-2009 , 22:54   Re: weapon models & r_screenoverlay
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I thought it was a bad idea, but I don't have enough half life 2 coding skillz to make an informed decision. And, now that I'm thinking about it more, I realized that if I did use r_screenoverlay, no player would be able to see there gun reload and other actions.
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Last edited by Grrrrrrrrrrrrrrrrrrr; 05-06-2009 at 22:58.
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NeoDement
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Old 05-07-2009 , 18:22   Re: weapon models & r_screenoverlay
Reply With Quote #5

Quote:
Originally Posted by Grrrrrrrrrrrrrrrrrrr View Post
I thought it was a bad idea, but I don't have enough half life 2 coding skillz to make an informed decision. And, now that I'm thinking about it more, I realized that if I did use r_screenoverlay, no player would be able to see there gun reload and other actions.
I wouldn't mind knowing how to use r_screenoverlay anyway if it's possible, painting pictures to peoples screens could be handy
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CrimsonGT
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Old 05-07-2009 , 19:47   Re: weapon models & r_screenoverlay
Reply With Quote #6

Just fake a client command with r_screenoverlay. Not much to explain really, they can do it from console themselves.
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f64
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Location: Houston, TX USA
Old 05-07-2009 , 20:29   Re: weapon models & r_screenoverlay
Reply With Quote #7

So, you could also fake, for example, r_skin x as well? Hmm. If so, then recompile the viewmodel with the extra materials,
allow it on the server (not real secure) and script to toggle the skin#.

It may change other model skins as well on the map - you'll have to check on that first. Anyone know how to use mat_softwareskin?
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FeuerSturm
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Join Date: Apr 2004
Old 05-08-2009 , 00:18   Re: weapon models & r_screenoverlay
Reply With Quote #8

Quote:
Originally Posted by f64 View Post
So, you could also fake, for example, r_skin x as well?
No, unfortunately not. r_screenoverlay is the only r_* command/convar
that has the "SERVER_CAN_EXECUTE" flag so you cannot change any
others of that kind on the client.
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NeoDement
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Old 05-08-2009 , 09:17   Re: weapon models & r_screenoverlay
Reply With Quote #9

Quote:
Originally Posted by CrimsonGT View Post
Just fake a client command with r_screenoverlay. Not much to explain really, they can do it from console themselves.
aw, it's a cheat command in TF2. gg
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FeuerSturm
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Old 05-08-2009 , 11:30   Re: weapon models & r_screenoverlay
Reply With Quote #10

yes, it is a cheat command, but the server can change it on the client
even if sv_cheats is 0, the client just cannot change it himself.

BTW, you need to use "ClientCommand" as "FakeClientCommand" doesn't
work for r_screenoverlay (at least it doesn't in DoD:Source).

Here's a list of overlays that can be used (at least in theory as not all
of them work for all games):
http://developer.valvesoftware.com/wiki/Overlays
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