I had a very similar thing happen just last week...

Our modeller added a couple of ref_aim_xxxx and ref_shoot_xxxxx animations
to our player
model.. I checked through all the code I'd written to understand why the
animations weren't being
called, as they weren't being played... I added an ALERT in the player.cpp
to output the current
animation string... and as far as the code was concerned it should have been
playing the new
anims just fine.

In the end I replaced the ref_aim_gauss and ref_shoot_gauss .smd files with
the new ones our
modeller had created, recompiled the model, and in code told it to use the
"gauss" extension, and
they worked !!

I still don't know why this is.... I haven't found any reason for it, other
than, as you have done
assumed there's a limit or a register of weapon names somewhere that it uses
?

I really would lke to find out why this is happening.... for future stuff.

----- Original Message -----
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 16, 2002 3:08 AM
Subject: [hlcoders] Using different player models


> 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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