Talk:Models on VGUI Panels: Difference between revisions
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| ::Hmm odd then because when I tried to implement this in my MP mod as quoted I got nothing but compiler errors and complaints about unknown classes. | ::Hmm odd then because when I tried to implement this in my MP mod as quoted I got nothing but compiler errors and complaints about unknown classes. | ||
| this may be done in the skeletal SDK...it's not too hard to extract what you need from this tho: | |||
| <pre>    // Now draw it. | |||
|     CViewSetup view; | |||
|     // setup the views location, size and fov (amongst others) | |||
|     view.x = x; | |||
|     view.y = y; | |||
|     view.width = width; | |||
|     view.height = height; | |||
|     view.m_bOrtho = false; | |||
|     view.fov = 54; | |||
|     view.origin = origin + Vector( -110, -5, -5 ); | |||
|     // make sure that we see all of the player model | |||
|     Vector vMins, vMaxs; | |||
|     pPlayerModel->C_BaseAnimating::GetRenderBounds( vMins, vMaxs ); | |||
|     view.origin.z += ( vMins.z + vMaxs.z ) * 0.55f; | |||
|     view.angles.Init(); | |||
|     view.m_vUnreflectedOrigin = view.origin; | |||
|     view.zNear = VIEW_NEARZ; | |||
|     view.zFar = 1000; | |||
|     view.m_bForceAspectRatio1To1 = false; | |||
|     // render it out to the new CViewSetup area | |||
|     // it's possible that ViewSetup3D will be replaced in future code releases | |||
|     Frustum dummyFrustum; | |||
|     render->ViewSetup3D( &view, dummyFrustum ); | |||
|     pPlayerModel->DrawModel( STUDIO_RENDER ); | |||
|     if ( pWeaponModel ) | |||
|     { | |||
|        pWeaponModel->DrawModel( STUDIO_RENDER ); | |||
|     } | |||
| </pre> | |||
Revision as of 14:02, 12 March 2006
How big of a footprint does this take over just rendering the model itself? I can think of some really nifty original things to do with being able to drop models in my VGUI but I don't wanna kill the system. Angry Beaver 23:33, 11 Mar 2006 (PST)
Is this a single player Mod thing or is there any way to get it to work with HL2DM SDK based mods too? I know several Mods, including my own, that have wanted to use models in menus so I'd like to get this working. I did have some success but had to re-write some parts but couldn't get the latter part to compile at all. I assume it dependancies but I couldn't figure out what was missing exactly. -- Wunderboy 07:54, 12 Mar 2006 (PST)
- Hidden: Source is a multiplayer mod—ts2do 11:26, 12 Mar 2006 (PST)
- Hmm odd then because when I tried to implement this in my MP mod as quoted I got nothing but compiler errors and complaints about unknown classes.
 
this may be done in the skeletal SDK...it's not too hard to extract what you need from this tho:
    // Now draw it.
    CViewSetup view;
    // setup the views location, size and fov (amongst others)
    view.x = x;
    view.y = y;
    view.width = width;
    view.height = height;
    view.m_bOrtho = false;
    view.fov = 54;
    view.origin = origin + Vector( -110, -5, -5 );
    // make sure that we see all of the player model
    Vector vMins, vMaxs;
    pPlayerModel->C_BaseAnimating::GetRenderBounds( vMins, vMaxs );
    view.origin.z += ( vMins.z + vMaxs.z ) * 0.55f;
    view.angles.Init();
    view.m_vUnreflectedOrigin = view.origin;
    view.zNear = VIEW_NEARZ;
    view.zFar = 1000;
    view.m_bForceAspectRatio1To1 = false;
    // render it out to the new CViewSetup area
    // it's possible that ViewSetup3D will be replaced in future code releases
    Frustum dummyFrustum;
    render->ViewSetup3D( &view, dummyFrustum );
    pPlayerModel->DrawModel( STUDIO_RENDER );
    if ( pWeaponModel )
    {
       pWeaponModel->DrawModel( STUDIO_RENDER );
    }