> I have been informed that is the limit,
> although I can see no reason for that belief in the code. A class 
would have
-- SNIP --

Umm.. Huh? engine/studio.h says this:

#define MAXSTUDIOSEQUENCES      256     // total animation sequences

It would seem that the limit is 256 rather than 77.. However, there are 
only 77 sequences in the TFC models that I've looked at. Perhaps 
someone was assuming this is the limit because we don't have a 
character model with more??

If you're defining all new weapons, i'm sure you can pare down the ones 
you don't need from the DM/TFC models to have quite a bit of room for 
animations. You need 4 per model as I see it ref_aim_weapon, 
ref_shoot_weapon, crouch_aim_weapon, crouch_shoot_weapon. 35 x 4 = 140, 
plus all the movement ones (walk, run, swim, death etc -- maybe 20 per 
model), should fall below 256?

Also, do you always need a new anim for every weapon? If you're making 
a broadsword, the player's attacks with that would look very similar to 
using an axe for example. You shouldn't need one anim per weapon. Just 
group your weapons into logical groups (2handed, polearm, 
onehandedsword, or whatever is appropriate for your mod). Then, in your 
DefaultDeploy, just send the appropriate value for the last parameter 
(i.e. 2handed or whatever, not the weapon name itself). That should 
save you and the modellers a bunch of work, not to mention the fact 
that you should be able to do all that within 77 animations, if that is 
really the limit...



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