Forum

feature request: independent viewmodels

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

feature request: independent viewmodels

Postby frag.machine » Sat Oct 27, 2012 3:41 am

Is there an engine that support this (say, independent left and right hands/arms) ? Even if by (ugh) CSQC ?
Darkplaces ? FTE ?
Anyone ?
Bueller ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: feature request: independent viewmodels

Postby r00k » Sat Oct 27, 2012 6:27 am

Do you mean like a cvar to show it in either hand? Or dual weapons and dual sbar? This could be done in ss_ QuakeC...
r00k
 
Posts: 1110
Joined: Sat Nov 13, 2004 10:39 pm

Re: feature request: independent viewmodels

Postby leileilol » Sat Oct 27, 2012 11:26 am

Darkplaces and FTE have implementations of viewmodeltoclient (allowing to treat any entity as an independent viewmodel). Also, little known software port GoldQuake supported this. Engoo has this support sort of, but it's a define that crashes.
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: feature request: independent viewmodels

Postby frag.machine » Sat Oct 27, 2012 3:58 pm

leileilol wrote:Darkplaces and FTE have implementations of viewmodeltoclient (allowing to treat any entity as an independent viewmodel).


Ahh, so that's what viewmodeltoclient is used for ? Nice!

I'll search for examples and/or tutorials. Thanks leileilol!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: feature request: independent viewmodels

Postby frag.machine » Sat Oct 27, 2012 4:06 pm

r00k wrote:Do you mean like a cvar to show it in either hand? Or dual weapons and dual sbar? This could be done in ss_ QuakeC...


Imagine for example if the player could equip different sets of swords/broadswords/axes/clubs/morning stars and shields, and you could have independent models and animations for both arms (think Skyrim/Oblivion style melee combat).

In QuakeC terms, I was thinking about something in the line of

Code: Select all
.string lvwepmodel;
.string rvwepmodel;
.float lvwepframe;
.float rvwepframe;


I'll check leileilol's suggestion of viewmodeltoclient support on Darkplaces.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: feature request: independent viewmodels

Postby Spike » Sat Oct 27, 2012 5:19 pm

with (pure) csqc, a viewmodel is simply just another entity. if you want two of them, you can just add two of them to the scene.
the ssqc viewmodeltoclient feature is basically the same, and attaches the entity to the view rather than floating free through the world.
either way, separate entity fields with separate modelindex/frame/origin/skin/colormap/colormod/etc rather than special fields on the player entity and hacking different clientside cvars.
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Re: feature request: independent viewmodels

Postby frag.machine » Sat Oct 27, 2012 10:07 pm

Thanks for the explanation Spike, it indeed seems the more reasonable way to go.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm


Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest