Quote:
Originally Posted by Avalion
My issue was the opposite. It wasn't rendering properly for the current player -- but that is because GetEquipItem(PARTS_CAP) etc was returning the actual equipped item so it was rendering the proper model, just not the right setting regarding XE_HIDE and the head/hair. Try taking a look in CMover::render
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Hey thanks for the tip,
But it seems regardless of which way i do it, it inverts the problem :/ I am currently at a loss :/
A good thing is when you login the correct hair mesh shows, but in your inventory and when loading the character screen as shown below.
Also had to remove some parts from the code shown above to just show as
ItemProp * prop = prj.GetItemProp(pEquipInfo[dwParts].dwNewId);//prevent model neuz crashes
if (pItemProp->bPartsFile == TRUE)
{
prj.m_modelMng.MakePartsName(szPartsName, _T("part"), pEquipInfo[dwParts].dwNewId, nSex);
}
else
{
prj.m_modelMng.MakeModelName(szPartsName, OT_ITEM, pEquipInfo[dwParts].dwNewId);
}
As those extra lines caused it to show as working on your character, inventory and when selecting a character, but not when in-game and someone else is looking at you.