--
[ Picked text/plain from multipart/alternative ]
so by using the command $weightlist in the .qc?

On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>
> use cl_showanimstate 1 ( or something similar, I've become too dependent
> on auto-completion :D ) when you're alone, on a local server, in
> thirdperson. On the top right you'll see the list of all animations that
> are being blended at the moment, plus, important, the weight they're being
> blended with. Verify e.g. that when you're running straight forward,
> you're playing the run forward animation with weight 1.0. If that's not
> the case, there's your bug already, it's probably badly set up pose
> parameters in the .qc. If it is playing with weight 1.0 and your run
> animation in max does not correspond to what the character is doing, you
> either have a problem during export or in the .qc, or you're in (a) really
> deep mess/**** code-wise :)
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Not only the jump animation. The run animation is working, but not
> > totally.
> > The animation is supposed to be a run, but when WASD is pressed, the
> > animation in game is just taking small steps.
> >
> > On 12/26/07, Minh <[EMAIL PROTECTED]> wrote:
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> ok, I'm sorry but spewing out everything you've done since you were
> born
> >> doesn't make it any easier for us to decipher what the problem is...
> >>
> >> If the jumping stuff isn't working, try finding out what exactly
> happens
> >> when you press the jump key. Go to sdk_gamemovement.cpp and look for a
> >> function called  "CheckJumpButton"
> >> Investigage what that function is doing and maybe it will lead you to
> >> why
> >> your jump animatons aren't working.
> >>
> >>
> >>
> >> ----- Original Message -----
> >> From: "Alvin Ng" <[EMAIL PROTECTED]>
> >> To: <[email protected]>
> >> Sent: Tuesday, December 25, 2007 7:00 PM
> >> Subject: [hlcoders] Player animation after major change in codes.
> >>
> >>
> >> > --
> >> > [ Picked text/plain from multipart/alternative ]
> >> > On client side, added existing items in HL2 DLL Folder:
> >> >
> >> > c_sdk_player.h
> >> >
> >> > c_sdk_player.cpp
> >> >
> >> > sdk_playeranimatestate.h
> >> >
> >> > sdk_playeranimatestate.cpp
> >> >
> >> > sdk_player_shared.cpp
> >> >
> >> > On server side, added existing items in HL2 DLL Folder:
> >> >
> >> > sdk_player.h
> >> >
> >> > sdk_player.cpp
> >> >
> >> > sdk_playeranimatestate.h
> >> >
> >> > sdk_playeranimatestate.cpp
> >> >
> >> > sdk_player_shared.cpp
> >> >
> >> >
> >>
> ------------------------------------------------------------------------------------------
> >> >
> >> > replaced:
> >> >
> >> > #include "sdk/sdk_player.h" with #include "sdk/sdk_playeranimstate.h"
> >> >
> >> > *In sdk_playeranimatestate.h, sdk_player.cpp, sdk_player_shared.cpp
> >> >
> >> > replaced:
> >> >
> >> > WeaponSDKBase with BaseHLCombat Weapon
> >> >
> >> > e.g. C_WeaponSDKBase
> >> >
> >> > willl be
> >> >
> >> > C_BaseHLCombat Weapon
> >> >
> >> > replaced:
> >> >
> >> > #include "sdk_gamerules.h" with #include "hl2_gamerules.h"
> >> >
> >> > #include "weapon_sdkbase.h" with #include
> >> "basehl2combatweapon_shared.h"
> >> >
> >> > *In hl2_player.cpp
> >> >
> >> > comment LINK_ENTITY_TO_CLASS( player, CHL2_Player );
> >> >
> >> > e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player );
> >> >
> >> > *In sdk_playeranimatestate.cpp
> >> >
> >> > replaced:
> >> >
> >> > #include "weapon_sdkbase.h" with #include
> >> "basehlcombatweapon_shared.h"
> >> >
> >> > *In the entire project
> >> >
> >> > replaced:
> >> >
> >> > GetSDKWpnData with GetWpnData
> >> >
> >> > *In weapon_parse.cpp
> >> >
> >> > -=added:
> >> >
> >> > const char *pAnimEx = pKeyValuesData->GetString(
> >> > "PlayerAnimationExtension",
> >> > "mp5" ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof(
> >> > m_szAnimExtension )
> >> > );
> >> >
> >> > -=in the function=-
> >> >
> >> > void FileWeaponInfo_t: arse
> >> >
> >> > *In weapon_parse.h
> >> >
> >> > added:
> >> >
> >> > char m_szAnimExtension[16]; // string used to generate player
> >> animations
> >> > with this weapon
> >> >
> >> > *In sdk_player.cpp , sdk_player.h
> >> >
> >> > commented function with "CheatImpulseCommands"
> >> >
> >> > *In c_sdk_player.cpp
> >> >
> >> > replaced:
> >> >
> >> > #include "weapon_parse.h" with #include "basehlcombatweapon_shared.h"
> >> >
> >> > *In c_sdk_player.h
> >> >
> >> > Find and replace first two C_BasePlayer:
> >> >
> >> > C_BasePlayer with C_BaseHLPlayer
> >> >
> >> > and added:
> >> >
> >> > #include "c_basehlplayer.h"
> >> >
> >> > *On the server side in sdk_player.h
> >> >
> >> > replaced:
> >> >
> >> > CBasePlayer with CHL2_Player
> >> >
> >> > and included:
> >> >
> >> > #include "hl2_player.h"
> >> > -------------------------------------------------------
> >> > We got a help from this coder, he walked us through to change the
> >> codes,
> >> > now
> >> > I cant seem to get him back.
> >> > After this major change in the codes, i changed the player's
> animation
> >> to
> >> > a
> >> > 9way blend, it seems to work, but not totally.
> >> > The running animations dun work out totally, as in instead of
> running,
> >> > they
> >> > were like walking very small steps.
> >> > And also the jump animations doesn't work anymore.
> >> > Does anyone knows the problem? Is it that we missed out some codes?
> >> > --
> >> >
> >> > _______________________________________________
> >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >>
> >> --
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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