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Entity Effects on View Model [Print this Article]
Posted by: omega
Date posted: Apr 26 2003
User Rating: 5 out of 5.0
Number of views: 3123
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:
 CODE  

    // view is the weapon model (only visible from inside body )
    view = gEngfuncs.GetViewModel();

add:
 CODE  

    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;


Simple huh?

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User Comments Showing comments 1-4

Posted By: Jorg40 on Apr 27 2005 at 13:01:55
I shall remove the "?"s right?

Posted By: Revvy on Apr 28 2005 at 08:49:09
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.

Posted By: Jorg40 on Apr 29 2005 at 08:31:23
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, 14:09:48

Posted By: Jorg40 on May 01 2005 at 10:27:12
I mean the weapon model...


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