--
[ Picked text/plain from multipart/alternative ]
ok, you're probably not moving fast enough..
type
"sv_maxspeed 600"

and then move forward... That should change the weight.. If it does, then
your problem is something I can help you with...
Lemme know what the new weight is.

hmm.. why dont u add me to MSN,  I can probably help you much quicker.. My
MSN contact is
[EMAIL PROTECTED]



----- Original Message -----
From: "Alvin Ng" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, December 26, 2007 1:00 AM
Subject: Re: [hlcoders] Player animation after major change in codes.


>
> --
> [ 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
>> >
>>
>> --
>>
>> _______________________________________________
>> 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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