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Messages - Circusbrain

#1
I got the models working but am still curious if I could make an animation where a model loses a body part?
#2
Right, so... this is for multiplayer, for CS:S. I think the original fella that built the models recognized the model issues since you cannot spawn a death ragdoll, you can only eliminate the entity and spawn a prop_ragdoll, OR, you can, at some point "re-skin" a model based on an event, he was doing it upon a certain amount of damage, and simple re-skinning the clients body, and spawning a head.

Regardless, his models seem to have some kind of conflict with the existing version of CS:S or with being a ragdoll as they have an extra attachment point and some issue with dumping an error that locks up/crashes the server "CRagdollProp::CreateObjects: Couldn't Lookup Bone phymodel_head
Bad vphysics swap for prop_ragdoll"

Original mod/models (https://forums.alliedmods.net/showthread.php?p=712666)

That physics piece is ONLY mentioned in the heads, meanwhile I was only spawning the bodies, so, who knows why that's happening, I don't but, I agree that this should be possible, and, using the gibs "system" should work in taking damage X and updating the model accordingly. The idea was on a knife kill, the head comes off the shoulders as it's own entity with it's own physics. On a headshot, the head is completely obliterated. So, either way the body that is left after either of these 2 kills is the same, but 1 gets a head. Seemed simple enough and using my code with his models worked, but, eventually crashes the server with that error. Completely sporadically too, can run for 5 hours or 5 minutes but it WILL crash.

It's more an issue with the models than anything I suppose as that's what's seemingly causing the crash. But, because I really wanted the death to be seamless ideally the player is playing with the model that will have these added death animations/options so no swapping is required and no overhead is added. Heck, even have the model put it's hands up to it's neck as the head comes off.
#3
I was wondering if a model in the source engine could have essentially 2 textures, 1 on top of the other and based on animation you show/hide the appropriate "skin" as a result. The goal was to have a decapitation animation with actual head removal while playing with the custom model as your default. I've gone so far as to replace a dead ragdoll on death with a headless ragdoll body and it's head but the ragdoll itself takes up a lot of network overhead. If the player were playing with the model and it's "custom" death animation played out for specific weapon deaths that would take out the need for killing the entity and replacing it with a prop_ragdoll. I just don't know that the source engine is robust enough to have a model that can detach a piece and maintain physics, etc. Or, if you'd have to play with a head that is already detached, but set to the body as a parent entity, then detach on specific death.

Just really spit-balling this at the moment.
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