How can I draw the players face on the screen? Almost like I'm using DModelPanel and set the vectors to their face. Is there any way to do it without using a DModelPanel?
Just look at the DModelPanel code.
I don't think there is, and if there is, i doubt it is different then DModelPanel.
[QUOTE=Overv;26941546]Just look at the DModelPanel code.[/QUOTE]
ok
[editline]24th December 2010[/editline]
What should I do about the accesor funcs?
[lua]
AccessorFunc( PANEL, "m_fAnimSpeed", "AnimSpeed" )
AccessorFunc( PANEL, "Entity", "Entity" )
AccessorFunc( PANEL, "vCamPos", "CamPos" )
AccessorFunc( PANEL, "fFOV", "FOV" )
AccessorFunc( PANEL, "vLookatPos", "LookAt" )
AccessorFunc( PANEL, "colAmbientLight", "AmbientLight" )
AccessorFunc( PANEL, "colColor", "Color" )
AccessorFunc( PANEL, "bAnimated", "Animated" )
[/lua]
because the DModelPanel code uses some of those (obviously), and I don't think I can just copy paste them over, can I?
No and you aren't supposed to. Look at the damn code.
[QUOTE=c-unit;26941682]ok
[editline]24th December 2010[/editline]
What should I do about the accesor funcs?
[lua]
AccessorFunc( PANEL, "m_fAnimSpeed", "AnimSpeed" )
AccessorFunc( PANEL, "Entity", "Entity" )
AccessorFunc( PANEL, "vCamPos", "CamPos" )
AccessorFunc( PANEL, "fFOV", "FOV" )
AccessorFunc( PANEL, "vLookatPos", "LookAt" )
AccessorFunc( PANEL, "colAmbientLight", "AmbientLight" )
AccessorFunc( PANEL, "colColor", "Color" )
AccessorFunc( PANEL, "bAnimated", "Animated" )
[/lua]
because the DModelPanel code uses some of those (obviously), and I don't think I can just copy paste them over, can I?[/QUOTE]
Look at the code and see what it does with those functions, if you're just doing one thing with it you wont need all of them.
[QUOTE=Feihc;26954301]Look at the code and see what it does with those functions, if you're just doing one thing with it you wont need all of them.[/QUOTE]
Well the only thing I don't understand is how they work, because about 5 lines later after that code is when most are used, so I don't quite understand where they are told what to mean.
You don't need AccessorFuncs since you can simply set the variables manually. LOOK AT THE CODE.
[QUOTE=iRzilla;26960674]Initialize a ClientsideModel once in a non-rendering hook:
[lua]
myEntity = ClientsideModel(strModelName, RENDER_GROUP_OPAQUE_ENTITY )
myEntity:SetNoDraw( true )
[/lua]
Then in a rendering hook simply start a 3D camera, position is correctly and draw the model:
[lua]
local x, y = self:LocalToScreen( 0, 0 )
cam.Start3D( self.vCamPos, (self.vLookatPos-self.vCamPos):Angle(), self.fFOV, x, y, self:GetWide(), self:GetTall() )
cam.IgnoreZ( true )
self.Entity:DrawModel()
render.SuppressEngineLighting( false )
cam.IgnoreZ( false )
cam.End3D()
[/lua][/QUOTE]
thanks
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