I'm seeking a starting place to work out what changes I need to 
implement to move from the halflife death match models to TFC or TFC2 
models.

We've been given permission to decompile the TFC models, and use them 
in our mod.

Of course, when we drop them into the mod, they don't animate properly. 
I'm still fairly unknowledgable about the modelling process, but I can 
see that they do not have the same skeleton as HLDM models. I can also 
see that they don't seem to use the same animations in the same way 
(from my reading of the .qc files generated and different .smd files).

Most of this works, except for the walk and run and crouch animations.

>From the code in player.cpp for example, when crouching/walking with a 
weapon, I see this:

if (m_Activity != ACT_RANGE_ATTACK1 || m_fSequenceFinished)
{
 if ( FBitSet( pev->flags, FL_DUCKING ) )     // crouching
    strcpy( szAnim, "crouch_aim_" );
 else
    strcpy( szAnim, "ref_aim_" );
    strcat( szAnim, m_szAnimExtention );
    animDesired = LookupSequence( szAnim );
    if (animDesired == -1)
         animDesired = 0;
    m_Activity = ACT_WALK;
}

I know that all that string manipulation is just to add the weapon name 
(crowbar, shotgun, whatever) to the end of the desired animation. I 
believe LookupSequence returns the integer value of the animation's 
index from the model.

What general approach only do I take to get these models playing the 
right sequences? The other thing I tried doing was getting my knife to 
call ref_shoot_knife, but the model doesn't play any animation, but 
does work with ref_shoot_crowbar.

Is there a limit coded for the number of animations that I need to 
increase or something?

Thanks,

P.S. My mail software messed up, and this got posted to another thread, 
sorry about the double post :(

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