connecting sprites to player models? (in combination with an absurd map suggestion)
Intifada
08-05-2004, 11:56 AM
ok, maybe this is the silliest suggestion for a map ever, but it came to my mind and i have to let it out.
first of all i d like to know if its possible to connect a sprite to a model, in this case a player model. since the overhead icons are sprites, too, i d guess its possible, so here is my suggestion:
if u make a sprite of a bunch of flies, flying around, that would be attached to all allied models (on the following map) for example, u could create a scenario like this:
the axis are holding a building with showers in it and will have to defend them. an allied squad thats terribly stinking (reason for the flies :D ), because it was in battle the days before really needs to take a shower and wants to capture these showers. thats it alll....
all this takes place at night and the area around the building is very unplain, so the easiest way for the axis to spot the allies is to look for the flies that will be floating above their heads.
the map would be called dod_shower or something.
damn, this is stupid, so if u dont like the map, just answer my question about map-related attaching sprites to models please
travis
08-05-2004, 12:21 PM
lol.
El Capitan
08-05-2004, 12:32 PM
riiiiiiiiiiiiiiggggghhhhhtttttttt................. ...........
lol
spine
08-05-2004, 12:53 PM
MWOHAHAHAHAHAHAHAH!!!!
Now that's just plain stopid!:D
azncoolteen
08-05-2004, 02:20 PM
if we had a ROFL smiley, id use it 1,000,000 times.
but realy....
lol.
Intifada
08-05-2004, 03:11 PM
thanks for ur competent comments :D
but what about the sprites? can this be done?
Ginger Lord
08-05-2004, 03:25 PM
I don't think so. But you could still do the map anyway.
If this can be done then it could be used to attach parachutes to players...
Intifada
08-05-2004, 05:02 PM
without the flies it wouldnt be so funny, they should be part of the map.
actually i didnt ever create a map anyway, just fooled around a bit with worldcraft.
if anyone likes the idea (counting the "lols" so far) he should make the map.
just wondered if its possible the way i imagined it.
redfalcon
08-05-2004, 09:36 PM
dod_object
dod_object_goal
in the dod_object there is a field for "sprite to show above player head if carried" but it has been broken since forever.
although it could've been fixed....don't really see why though.
Glidias
08-05-2004, 09:48 PM
I suggested that dod_object in DoD (for explosives and any sort of pickable items), should have an option of attaching a custom model to the player's back hip. So, if you pick up sachels, there'll be an extra backpack on the player like what CS does. WIth this (and allow animted models), it would be possible to attach strange strange things to the plaers.
Originally in DoD beta 1.0, dod_object had a "Sprite to show above player" option that allowed sprites to be displayed above the player model. Unforuntaltye, it doesn't work in later versions. I once toyed around with the idea of using "Sprite to show above player" to display a .mdl instead. In fact, just link it to a .mdl file instead of a .spr file. As you know in the HL engine, both sprites and models are treated the same thing. I replaced tree,bush sprites in dod_valley with actual .mdls. You can replace bush models with sprites.They are interchangable. Sprites only lack the 3d-ness. HOwever, once i tried forcing particle_shooter to shoout out models (tons of low-poly parachute models i made), unfrotunately it only shoots out flat textures. Particle_shooter must have locked any available form of 3d information to save further memory, thus it ended up using the 2d .bmp information of the model's skin instead of the model itself. It's a real pity i feel because in other particle_shooting programs like in Maya, Lightwave, Cinema 4D, etc. their particle_shooters can shoout out models!
Anyway, the idea behind Sprite to Show above Player (or attaching models to players as he picks up objects) was to create a deflated parachute model above the player the moment the player picks up an invisible dod_object while jumping outta the C-47 door. Within seconds, the parachute forms into a inflated parachute and the player hits the trigger_gravity, which slowly glides the player down, and his parachute visible. When he touches the ground, the ground contains a dod_object_goal that causes the parachute object to be "captured" and vanish. It will also trigger a game_playerequip entity that equips the capturing player with weapons! So, the player starts out carrying no weapons in the C-47, until he touches the ground. Different dod_objects can trigger different loadouts of weapons as well. Unforutunately, Sprite to Show Above Player doesn't work to begin with.
.Mdls can be compiled with various coded events that allow sprites like muzzle flashes and various effects to appear on the correct positions of models at the correct time during a particular animation sequence. Sounds can be played as well. Unforuntatley, there is no event i know of that allows you to display a custom sprite at a particular position on the model. It's a real pity...because you could use a .mdl to generate tons of sprites (explosions, grass, etc.). Explosions could have been produced on a distanat Carentan city church steeple .mdl But obviously, all these add to the entity count regardless. You won't want yr server to crash. I once tried attaching tons of muzzle flahses to a model to see if they get displayed. When i saw them, i got kicked out. Server couldn't handle the load. Also, i don't htink env_model can handle events anymore. monster-Generic could possibly can, but i think it doesn't work well. There might also be engine issues with regards to sprites appearing from inside a skybox. Unlikely to be possible.
Intifada
08-06-2004, 02:05 PM
hmmmmm..... ok.
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