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The plugin was made to assigne skins to the entity from the attached .mdl(s) file(s)
and those skins should be the same as the default wepons skins.
> when player switch to knife or pistol for example ,the back entity should look like the default primary weapon.
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OK I was going to came to that too but I forgot:
The weapon models that you see on my player model are the default CS:S weapon pack "w_" models. Since I've used those models I will provide the final release with a complete CS:S models pack including silenced/unsilenced m4a1/usp ("v_" models & "w_" models) to match the player backweapons models. Seems like the "p_" models can't be changed for some reason or the server will give a consistency check error and that I'm sure it can be overrided by a plugin or remove filescheck from server.cfg, though it is not a verry good ideea.
Of course it will be a default player model backweapons pack too for admins to choose from.
I've started with the CS:S like models because they're nice looking and more attractive to public.
On the original backweapons topic I've seen a lot of people requesting custom backweapons models to match their own custom weapon skins so I wanted to cover this issue aswell by providing a decent custom model pack from the begining.
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The purpose was to allow you visualizing the models , in way to recreate/modify the entity box proprieties :
how weapon would be displayed , its movements & rotations according to the player positions.
make it closer to the player shoulder as you shown on your picture
...etc
(sorry if i'm wrong it's a modeling part ;)
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EDIT:
So now let me explain some modeling:
The player model is composed of:
1 - SKELETON
2 - MESHES
3 - ANIMATIONS/SEQUENCES
1. SKELETON:
The skeketon is the basic "engine" of the model and it's responsable for the model movements/animations (just immagine the human skeleton, articulations and muscles)
2. MESHES:
The meshes are the fun part, as their are the only thing that you see ingame - the player boddy geometry covered with textures (imagine that the mesh as the human skin, it's the only part that you can see obviously)
3. ANIMATIONS/SEQUENCES
The ANIMATIONS/SEQUENCES are sets of predifined skeleton positions each set representing an action/animation (walk, run, crouch, shoot, die, etc.)
Now, how it works:
The MESHES are attached to the SKELETON in an invisible way (doesn't matter how..
) like: the right hand part of mesh is attached to the "right-hand-bone", the right leg part of mesh is attached to the "right-leg-bone" and so on... Obviously, when the invisible skeleton change it's position, the meshes deform accordingly giving the model the animation impression (basicly its just like paper-drawing animation just it's much more complex)
This is a basic bad explained HL model file
How does backweapons work:
Every .mdl file MUST have a skeleton (even if it's just the "base-bone" - note that the HL models skeletons are a tree-like structure and the "base-bone" I can say it's like the ROOT of the tree, move/rotate it and the whole skeleton will move/rotate with it)
The player models also have skeletons (human-like including spine/toes/elbows etc.)
The backweapon model aswell has a skeleton. What will this skeleton would be like ?
First things first: The skeleton of the backweapons.mdl would need to be part of the player skeleton and have the same bones as needed so if we need the weapons to be displayed on the back of the player we will need to position the weapon mesh first in the apropriate possition, assign it to the nearest/most "compatible" bone (obviously one of the spine bones) so when the bone moves the weapon mesh will move according to the part of the boddy on wich it's attached.
So we have attached the weapon mesh to the skeleton now what bones we will need: Because the skeleton structure it's tree-like, we will take the bones that descend from the "weapon-bone" all the way down to the "root-bone".
For example: ROOT-BONE > PELVIS > SPINE > SPINE-1 > SPINE-2 (SPINE-2 it's also the "weapon-bone now" for our backweapon model)
That's being done the "movetype FOLLOW" part of the plugin (or at least something like that) that's making the backweapon "entity" to folow the player model will take care of the animating part for the backweapon model telling the HL engine to assign same annimation/sequences from the player skeleton to the backweapons model skeleton (note that's the same skeleton just without the bones we don't need) The player skeleton and backweapons skeleton will "merge toghether" folowing the same animations.
Borring... ?
Not yet... ?
OK so let's go on then...
That mentioned above will be the case for the "one-model technology" version of the bw plugin and do not forget the bw .mdl is sepparate from the player model and need to "follow" it.
Using more classes / more model packs, the plugin will need to handle more functions per frame (so that's what I think, I don't know if it's right or not)
Using the bw models allready included in the player model as sub-models get's read of the need to "follow" the player model and only need to display/hide the correct submodel/s.