your blendwidth parameters are default.
Look at the same output of cl_showanimstate 1. At the bottom it should
show you your move_x pose parameter, I suspect it's at 0.24 too.
Then look in the code why it is at 0.24. I'm not sure where it's
calculated ( in the engine ? ) but based on a comment line it looks like
it's a division of your current speed and
CBasePlayerAnimState::GetCurrentMaxGroundSpeed().
Basically, as minh said, your player is running with a speed that is 24
percent of what your code says is it's maximal speed. Fix that, and the
anim should play properly. [ Look at the implementation of
GetCurrentMaxGroundSpeed() if I'm not mistaken, there's some constants in
there you may want to modify for your mod ]
> --
> [ Picked text/plain from multipart/alternative ]
> // Output .MDL
> $modelname "player/man/man.mdl"
>
> // Directory of .TGA
> $cdmaterials "models/player/man"
>
> //Model Properties
> $origin 0 0 -35
> $scale 0.9
> $model "man" "man_ref.smd"
> $surfaceprop "flesh"
>
> //-----------------
> // Reference (this should be your ragdoll pose or "delta")
> //-----------------
>
> $sequence reference "man_ref"
>
> //-----------------
> // Idles
> //-----------------
>
> $sequence Idle "man_ref" loop fps 20 activity ACT_IDLE 1
>
> //---------------
> // jump
> //---------------
>
> $sequence jump "man_jump" fps 30 alignto Idle activity ACT_HOP -1
> $sequence jump2 "man_jump" fps 30 alignto Idle activity ACT_JUMP -1
>
> //-----------------
> // Run
> //-----------------
>
> $animation a_RunS runS startloop 0 LX LY alignto Idle rotateto -180
> $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135
> $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
> $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45
> $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
> $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
> $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
> $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135
> $animation a_RunZero "man_run" loop
>
> $sequence Run {
> a_RunNW a_RunN a_RunNE
> a_RunW a_RunZero a_RunE
> a_RunSW a_RunS a_RunSE
> blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
> ACT_RUN 1
> { event 7002 15 "lfoot" }
> { event 7002 4 "rfoot" }
> }
> this is my .qc file. The blend is followed from the player_shared.qc
>
> On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>>
>> 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
>>
>>
> --
>
> _______________________________________________
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> please visit:
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>
>
>
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