--
[ Picked text/plain from multipart/alternative ]
when i press "W" run forward, the weight is 0.24, so i guess thats where the
problem lies? how do i change the weights?

On 12/26/07, Minh <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> $weightlist in the .qc file has little to do with your problem right now..
>
> You're problem as you have described it seems to be that it's not playing
> the correct sequence. Like Marteen said, type in
>
> cl_showanimstate 1
>
> and look at what is being played...
>
> ----- Original Message -----
> From: "Alvin Ng" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Wednesday, December 26, 2007 12:21 AM
> Subject: Re: [hlcoders] Player animation after major change in codes.
>
>
> > --
> > [ 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:
> >> 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
> >
>
> --
>
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> please visit:
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>
>
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