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Improve viewmodel control with ncl api #89

@gamikcs

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@gamikcs

Hi, is there a way to improve viewmodel control via the API? I've noticed u use some features from CSDLR and there's a function to replace the textures of the corresponding weapon in the "Model config file" where you can modify the model details as desired. Is there any way to add server-side support to force the client to use a pre-downloaded texture via precache, specifically for those using nextclient? For example, I have it download 10 .bmp files corresponding to the AK-47 weapon, and then, using ncl_send_model_info,

I tell it to use a texture downloaded as ak47_random.bmp for that specific weapon. I suppose I should add additional checks to ensure it has the correct weapon model to avoid visual errors, perhaps by having it download a modified model of that weapon, set it using the API, and only then forcing the texture.

I'd like to use this implementation to, in the best-case scenario, bypass the graphics engine's limit. Although the game's latest update increased the texture limit, it doesn't prevent the client from crashing on a server overloaded with models or submodels with many textures due to a MAXTEXTURES error.

An extra detail to this implementation is allowing multiple textures of the same weapon with different flags. For example, in an original AK-47 from the game where the textures are divided into different parts of the weapon, I could assign... For example, the wooden part should have the flag "fullbright"...

I see it as adding a .txt file where, if ak47_random.bmp has a .txt file with the same name, it reads its properties... or directly assigning everything in a .txt file, and then selecting all the textures and their properties for that weapon based on that... I see it as very complicated, but it's just a suggestion. How feasible or impossible would it seem?

And I apologize in advance for my poor English; I used a translator. Ty for read

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