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ForumsCog Forum → cog control of player model
cog control of player model
2002-09-04, 12:21 AM #1
I'd like to know if this is possible. It's for a mod I'm planning, that might grow into a mini-TC.

I believe this would have to go in kyle.cog:
When you select different weapons [This is just a message I believe? You can capture the weapon you've switched to?] you don't switch weapon models (in fact, would it make sense to have no weapon model and the gun part of the playre model?) but instead switch the textures on the player model. For instance, if the player had blue highlights, then switched to weapon 5 (or w/e) the textures with highlights would be replaced with ones with red highlights.

[Edit: Rewording to make slightly more intelligble]
That is to say,
I wish to have a player model that when you select different weapons, does not change the weapon model but instead alters the textures on the player and weapon model.
Is that possible? Or will I need several models with different textures on and swap them?

[This message has been edited by Evil_Giraffe (edited September 04, 2002).]
2002-09-05, 7:24 AM #2
It's Certainly possible. If you want all of your weapons to use the same weapon model, then change their model and keyframe symbols so that they all refer to the same .3do and .key files. You may also want to change things like waggling, fireWait, projectile, etc. so that the guns function similarly.

But if you want them to be all the same weapon, then copy one of the weapon cogs and use it for all of the weapons. Of course, you would have to modify the bin numbers used by the cog for each weapon.

To change the player's mats, you'll need to change the materials he has to multi-celled mats. Then in the selected message of a weapon cog, you would add:

Code:
SetMaterialCel(matSymbol, celValue);


In that example, matSymbol is a Cog symbol refering to the .mat file you want to change. And celValue is the cel that you want the material to display. You can do the same for the POV and external weapon models.

Good luck. [http://forums.massassi.net/html/wink.gif]

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.

[This message has been edited by SaberMaster (edited September 05, 2002).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-09-05, 12:26 PM #3
Why not just make a new skin and chnage the player model? Unless you're talking about having a different skin for each weapon, that would be better SaberMaster's way.

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The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited September 05, 2002).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-09-06, 12:09 AM #4
Ahh, SetMaterialCel was the verb I was looking for. Thanks.

It's going to be the same model but different skins on both the player model and weapon model. The guns will function differently too, but they're all going to be new, so I'll have to mess with them all anyway.

Thanks for the help, but one last question:
If I'm using the same model for each weapon, do you think it would be more efficient to build the gun model into the player model and not have the weapon model? Or would that cause other problems e.g. with where the gun fires from etc? It's one of those "gun attached to the end of person's arm" rather than "gun held in person's hand" type models which is why I thought of it.
2002-09-06, 8:13 AM #5
I think it would be better to use seperate gun models since it's not really much trouble. You might run into problems if you joined the gun to the players hand - perhaps with the MP model preview.

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-09-08, 1:02 AM #6
I did something like this for RoX.

But why would you want to switch the textures, and not the model? The 3d model for the weapon would be the same for all the guns, only with differing textures.

I would personally suggest adding 'SetThingModel(player, plrweap);' to each weapon cog instead, under the activated message.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.

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