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Urc Model Render Help

Posted: Thu Sep 23, 2004 6:13 pm
by General Death
I cant seem to find the answer other then one individual that has done this and he does not release his mods...Scorpio.

I dont think it is advanced by any means yet my lack of knowledge of cvars limits me from finding the answer. I cant seem to find any Fakk2 info on menu cvars either so heres the question:

What cvar would I use to render a weapon model in a menu? The cvar to render the allie player model in the menus for example is: ui_disp_playermodel.

The portion of the urc files that contains this infomation look like this:

Code: Select all

resource
Label
{
title "Allies Player Model display"
name "Default"
rect 218 120 250 250
fgcolor 1.00 1.00 1.00 1.00
bgcolor 0.50 0.50 0.50 0.00
borderstyle "RAISED"
linkcvar "ui_disp_playermodel"  <<<--- Thought this might be the key...dunno
rendermodel 1
modeloffset "60 12 0"
modelrotateoffset "0 0 0"
modelangles "10 180 0"
modelscale 1.0
modelanim americanselectionidle
Any idea or cvar menu documetian that might point me in the right direction?

weapon

Posted: Thu Sep 23, 2004 8:12 pm
by tltrude
I can't tell what you are trying to do. Is it for a singleplayer? Are you trying to mod the the weapons select menu or the weapons hud?

ui_PreferredWeapon
ui_weaponsbar

All the cvars can be seen by typing "cvarlist" in the console. And, you can use your own cvar name too--as long as it has been set in the level script or somewhere else before hand. But, the normal weapons select menu does not use a cvar. It calls shaders for images of the weapons.

The menu "moptions" in the file "multiplayeroptions.urc" is where the player sets the two models that will be displayed in the "SelectTeam" menu.

Re: weapon

Posted: Thu Sep 23, 2004 9:47 pm
by General Death
tltrude wrote:I can't tell what you are trying to do. Is it for a singleplayer? Are you trying to mod the the weapons select menu or the weapons hud?

ui_PreferredWeapon
ui_weaponsbar

All the cvars can be seen by typing "cvarlist" in the console. And, you can use your own cvar name too--as long as it has been set in the level script or somewhere else before hand. But, the normal weapons select menu does not use a cvar. It calls shaders for images of the weapons.
Yes, I plan to mod the weapon select menu and I know that it uses images but I plan to use weapon renders instead. I know that the current urc does not support this but this is for HitP and I have been using new urc files for the rest of the menu system and this is all I lack for 2.0.

So it sounds like I need to make my own cvar in order to do this? Where would I start to see how the ui_disp_playermodel cvar is setup? That might put me down the path im trying to take.

I tried cvarlist in game awhile back but I did not even see ui_disp_playermodel so I am thinking that this does not display all cvars?

This is an old obsolete menu concept image that Scorpio did. He got weapons to render when you select your weapon or class in this case.....just never released it even to us on the team he was on...lol.
http://www.modtheater.com/forum/attachm ... entid=1155

Posted: Fri Sep 24, 2004 3:52 pm
by Rindog
Not all cvars are available all the time. For example, if you tried sv_gravity or sv_runspeed from the main menu without a game started, they will be unknown. The "ui_disp_playermodel" cvar is not set until you enter the multiplayeroptions menu. I have posted additional info on your thread over at TMT.
http://modtheater.com/forum/showthread. ... post163971

Posted: Fri Sep 24, 2004 4:05 pm
by General Death
ty :) I will check it out. :)