At full forward you'd want your weight of the forward anim to be 1.0. It's not the weightlist, those modulate the weight per bone afterwards, the problem here is sooner.
It's related to eg blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop in your qc. The next step in your debugging is seeing why the weight of the anim is 0.24. You should look at the move_x pose parameter. Similarly, you want it to be 1.0 when running forward. If it is at 1.0, then that means you should look at your .qc values and you're doing something wrong there. If it is not at 1.0, which I expect (it's probably at 0.24 itself), then you should indeed look at your runspeeds and how the move_x poseparam is computed. Either modify your move speed, or modify the calculation of the move_x parameter so it reflects what you want. hth, -- Maarten > -- > [ 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

