Talk:Models on VGUI Panels
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)
- It is just rendering the model - so it's the same footprint. ---Ging 17:09, 13 Mar 2006 (PST)
- *does a dance* This makes doing a feature I had planned so much simpler. All I need to do is figure out how to hack it together :) Angry Beaver 18:47, 13 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:—ts2do 13:02, 12 Mar 2006 (PST)
// 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 ); }
- Fair enough, I'll look at it again. Though why was the original article deleted? --Wunderboy 13:27, 12 Mar 2006 (PST)
The author feels that the content should stay on his userpage until it is complete...I know it's silly, but oh well—ts2do 13:58, 12 Mar 2006 (PST)
I'm waiting for Matt Boone to check it over before I put it up "officially", keeping it on my user page makes it easier for me to modify and saves people asking questions about an unfinished article. Again, simple politeness! ---Ging 04:19, 13 Mar 2006 (PST)
Alrighty—ts2do 06:41, 13 Mar 2006 (PST)
Sorted, the code is from the advanced sdk (as that's what I use) - but it shouldn't take too much to get it working in an HL2DM based mod. ---Ging 17:09, 13 Mar 2006 (PST)
I am having a problem where my 3d model is rendered oddly. It is not rendered on to the new imagepanel class. It is rendered based on its parent. When I move the parent panel the 3d model moves around. Though the 3d model is tiny rectangle too. When I move the parent down the model moves up, etc. Help appreciated. EDIT: Same behavior is exhibited when I try using the parent panels localtoscreen function --RomeoJGuy 16:02, 8 Jul 2006 (PDT)
the latest steam code update broke this code for me, still tracking down a way to fix it. --Stevenm64 05:57, 5 Aug 2006 (PDT) managed to repair the code and get it working correctly, Testing image. --Stevenm64 01:08, 10 Aug 2006 (PDT)
Faceposer scenes?
Can a faceposer scene be played with character models in a VGUI panel?--Mm3guy 19:03, 12 Jun 2008 (PDT)