I'm not gonna post the full question as it would be a waste of time to think about the depth of what I'm trying to do, and in the past not many people do code and thus I would spend a lot of time writing instead of investigating myself. So instead, if anyone understands the Bolting of weapon models to the character model (in the source) and might be able to explain them, please let me know. I'm thinking of trying to use the hips_fl and hips_fr tag surfaces to bolt the saber model to the player while in a "holstered" position. I'm not exactly sure how the bolting is done, though i will probably eventually figure out some hack, but if someone could help explain it that would be awesome. If no replies, well then at least we haven't wasted time and space trying to express some convoluted diatribe of an epic question. *cheezygrin*
I didn't make it!
Well, not sure if this will help but,
If you were to make a new animation for saber holstered or whatever, then you can move the weapon tag around like that, it counts as a seperate bone.
Oh know. I can use the exiting bones, but to do it in game you need to understand the renderInfo_t structure and the trap_G2API_GetBoltMatrix() function, and then how to orient the properOrigin and properAngles to have the item attach to the bolt you created with trap_G2API_AddBolt(). That's what I'm asking about. The model/animation stuff is superfluous if I can't map the bolts to go along with it in the source.
I haven't looked into that stuff a lot, but you could check existing bolting in the source to see how it's done.
The jetpack uses the system you're questioning about, you should be able to figure it out from that. :)