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10-23-2005, 05:29 PM
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#1
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Rookie
Join Date: May 2004
Posts: 139
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Attaching models to players
im attempting to attatch a model to a client.
but i want the model to be attatched on the hip.
i am using
Code:
#define JKG_WEAPON_LIMB (1 << (G2_MODELPART_WAIST-10))
which i belive should be the back waist bolt.
but its attatching the model straight thru the center of the client....
help appreciated.
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10-23-2005, 09:06 PM
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#2
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Join Date: May 2002
Location: California
Posts: 471
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Well, its doing what you wanted but you need to define a offset for the model. Otherwise, it's attaching right on the bone.
Change sides? I don't recall saying I was on your's.
Solid Snake
Model Pack Creator
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10-24-2005, 01:15 PM
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#3
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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OJP does this by using model bones to attach extra weapons onto the models. There's a better, more robust solution involving rendering on the client side directly instead of using Ghoul2, but I haven't done that for OJP yet.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-24-2005, 02:25 PM
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#4
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Junior Member
Join Date: Dec 2003
Location: France
Posts: 260
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if you want to setup the good angle for the attached model, you are forced to render it yourself...
attaching on a bone will not work...
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Slider
JA+ MOD Author for Jedi Academy
the lastest version on
http://www.japlus.net/
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10-24-2005, 03:00 PM
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#5
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Join Date: May 2002
Location: California
Posts: 471
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Why can't he just do offsets? That seems more logical. May not be as clean but whne your coding to get something done, just to get it done in the first place, who cares.
Change sides? I don't recall saying I was on your's.
Solid Snake
Model Pack Creator
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10-24-2005, 03:55 PM
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#6
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Junior Member
Join Date: Dec 2003
Location: France
Posts: 260
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if the models you want to attach has always the same space angle when attached to a model., you can hardcode the angles in the glm or md3 as offset positions and angle and bolt it to a bone...
But if the you want to be able to bolt this attached model on various angles, you are forced to render the attached model yourself
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Slider
JA+ MOD Author for Jedi Academy
the lastest version on
http://www.japlus.net/
******************************
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10-24-2005, 04:55 PM
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#7
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Join Date: May 2002
Location: California
Posts: 471
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Hmmm... another way I used to do in other engines is have two models:
One the true model used for the player (eg; weapon used when firing)
and
Two the fake prop model used for like this type of stuff.
For the prop model, you can offset the model in the modeling program and then save it. Eg; have say something for the back of the player you would move the mesh back a little bit, this way even though its being attach right to the bone it will be off in the correct way.
Change sides? I don't recall saying I was on your's.
Solid Snake
Model Pack Creator
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10-25-2005, 12:59 AM
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#8
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Quote:
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Originally Posted by Slider744
if you want to setup the good angle for the attached model, you are forced to render it yourself...
attaching on a bone will not work...
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...unless you do custom model tag surfaces for that exact purpose.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-25-2005, 02:02 AM
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#9
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Rookie
Join Date: Sep 2005
Posts: 72
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Quote:
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Originally Posted by razorace
OJP does this by using model bones to attach extra weapons onto the models. There's a better, more robust solution involving rendering on the client side directly instead of using Ghoul2, but I haven't done that for OJP yet.
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do you mean visual weapon holstering? I thought it was using custom tags O.o
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10-25-2005, 02:20 AM
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#10
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Headhunter
Join Date: Nov 1997
Location: The Dawn of Time
Posts: 18,251
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I wonder, could this attachment of models to players allow somebody to re-create the functionality of the Rail Detonator (from JK1/MotS) in JA?
http://img411.imageshack.us/img411/7463/raildet0lu.gif
Then again, I've seen mods that let you shoot grappling hooks into people's a$$e$, so apparently that's possible!
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10-25-2005, 02:54 AM
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#11
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Quote:
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Originally Posted by Jufa
do you mean visual weapon holstering? I thought it was using custom tags O.o
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Err, right. I meant model surface tags.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-25-2005, 04:21 AM
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#12
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Rookie
Join Date: Sep 2005
Posts: 72
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so what are the ways to attack models to players WITHOUT altering the playermodels? (Like adding tags or so)
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10-25-2005, 12:09 PM
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#13
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Inside cg_player(), add code that uses bone/tag data, offsets them, and then manually renders a model at that location.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-25-2005, 01:39 PM
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#14
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Join Date: May 2002
Location: California
Posts: 471
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Hey Ace. Would it be possible to have weapons that you can see on your belt ect via just existing code? I thought I saw somewhere in the files that there are the tags for the weapons. Now I know it may be messy (as to have say pelvis_tag instead of bowcaster_tag cause bowcaster was made just for this feature), but if you offset them, it would work correct? To do a fake prop for say the saber and have it attached to the hip bones that way all models don't need to have the new tags?
Change sides? I don't recall saying I was on your's.
Solid Snake
Model Pack Creator
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10-25-2005, 05:39 PM
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#15
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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The bolting weapons method that I used can't use offsets, the functions only allow direct bolting to tag surfaces. I've been meaning to get around to fixing this feature but I just haven't bothered with it yet.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-25-2005, 06:33 PM
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#16
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Rookie
Join Date: May 2004
Posts: 139
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i want to attatch to the back hip 'BOLT' , ( like you slider ) , for client Hilts.
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10-25-2005, 06:42 PM
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#17
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Join Date: May 2002
Location: California
Posts: 471
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btw gangsta, I did your dual gun code and put it in the cg_weapons file but i get a syntex error saying that the first "if" on the code is wrong. Any ideas why? Do you have a working version of it?
Thanks man
Change sides? I don't recall saying I was on your's.
Solid Snake
Model Pack Creator
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10-25-2005, 09:39 PM
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#18
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Rookie
Join Date: May 2004
Posts: 139
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i kno i said this to u on msn , but so evryone else knows.
its because you need to define "HandShotFrom" in the pers Struct.
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10-26-2005, 01:22 PM
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#19
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Rookie
Join Date: Sep 2005
Posts: 72
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but hey what are the possibilities to bolt a model to the player WITHOUT editing the player models (so it would work with custom models too)??
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10-26-2005, 02:31 PM
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#20
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Sure, just offset the model off a standard basejka bone/tag and then manually render it on the client side. It's not technically "bolted" to the model, IE it won't show up on hit detection scans, it it will LOOK like it's bolted to the model.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-26-2005, 06:18 PM
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#21
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Join Date: Apr 2002
Posts: 1,188
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Quote:
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Originally Posted by Kurgan
I wonder, could this attachment of models to players allow somebody to re-create the functionality of the Rail Detonator (from JK1/MotS) in JA?
http://img411.imageshack.us/img411/7463/raildet0lu.gif
Then again, I've seen mods that let you shoot grappling hooks into people's a$$e$, so apparently that's possible!
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You know Kurgan, I tried working on that for the next release of the old school mod but gave up, but I did do the carbo... a mots gun 
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10-27-2005, 12:12 AM
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#22
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Headhunter
Join Date: Nov 1997
Location: The Dawn of Time
Posts: 18,251
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Why'd you give up? Some trick that made it not work?
Carb gun in Old School mod?? Woot!!
The only thing that stopped me from trying the OSM was it sounded like it was unbalanced, but maybe I was wrong...
The biggest hurdle is the code, but once that's done, some quality models and sound effects that give you the feel of the original weapon really would put the icing on the cake!
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10-27-2005, 06:25 PM
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#23
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Join Date: Apr 2002
Posts: 1,188
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Hmm, i'm always looking for beta testers to tell me what direction I should go in. And if there's too much disagreement with weapon balance and such I can make the damage/velocity and such cvars.
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