Posted by: omega
Date posted: Apr 26 2003 User Rating: 5 out of 5.0 | Number of views: 6875 Number of comments: 4 | Description: |
This is a really simple tutorial; I wrote this a while back, and the original version was quite large. This simplified version is literally tiny, for what it does.
When you add this code, your view model (v_weapon.mdl) will take on the same properties as the character has. If the player has a glowshell, the v_ model will have a glowshell with identical settings. You can change this so that it doesn't rely on the player itself, ie: to make an overloading effect as seen in Gunman Chronicals.
Simply open up view.cpp and step inside V_CalcNormalRefDef
and make this change.
right after:
| | // view is the weapon model (only visible from inside body ) view = gEngfuncs.GetViewModel();
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add:
| | view->curstate.rendermode = ent->curstate.rendermode; view->curstate.renderfx = ent->curstate.renderfx; view->curstate.rendercolor.r = ent->curstate.rendercolor.r; view->curstate.rendercolor.g = ent->curstate.rendercolor.g; view->curstate.rendercolor.b = ent->curstate.rendercolor.b; view->curstate.renderamt = ent->curstate.renderamt;
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Simple huh? |
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User Comments
Showing comments 1-4
I shall remove the "?"s right? |
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Yeah, that's a problem that seems to have popped up in a bunch of tutorials. I think they're tab characters not showing up right. |
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But the wholde code doesnt work at all, I have added my own code in the satchel code that the player will be cloaked when fire, but the model dont get transparent by adding your code at the right place. :(
So I dont know what to do...Edited by Jorg40 on Apr 29 2005, 20:09:48
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I mean the weapon model... |
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