Re: [hlcoders] Replacing NPC_Antlion
-- [ Picked text/plain from multipart/alternative ] ya.. there's the ACT_RUN, ACT_WALK animation in it, but if i made it able to move, the animation wont play, and if i made it able to play the walk animation, it wont move... On 1/22/08, Christopher Harris [EMAIL PROTECTED] wrote: Does your animation have the movement in it? In other words when you view it in model viewer with I believe sequence ticked the model should look like it is moving. If it does not then that is the issue. It is a pretty common problem with zombie models if decompiling is attempted. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Sunday, January 20, 2008 11:15 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Replacing NPC_Antlion -- [ Picked text/plain from multipart/alternative ] I am trying to replace the NPC_Antlion with my own model and animations, but the animations dun work... the antlion turns when it detects the player but doesn't move. Anyone know why? -- ___ 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
[hlcoders] Replacing NPC_Antlion
-- [ Picked text/plain from multipart/alternative ] I am trying to replace the NPC_Antlion with my own model and animations, but the animations dun work... the antlion turns when it detects the player but doesn't move. Anyone know why? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] generic_monster doesn't move
-- [ Picked text/plain from multipart/alternative ] Imported my own model using the monster_generic entity. Under the model tabs I am able to see all my animation but when I use a scripted_sequence entity to tell the model to move i recieve an error in game. The model is only able to carry out its idle animation on the spot but can't carry out its walk animation. When i trigger the scripted_sequence the model just hang there. MONSTER_GENERIC MOVING WITH SPEED = 0 ( walkall ) is the error i recived ingame. the walkall is our own animation name. Also when i replace the the antlion model wih our own model it doesnt move but when you get close enough to its radius it turns and stares at the player. also it doesn't attack when u are walking into him. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] weapon animation.
-- [ Picked text/plain from multipart/alternative ] I'm using my own custom model and i can get the range attack a.k.a pistol and such animation working, however the melee animation seems to be missing and no mater how i edit the codes it doesn' seem to make the melee animation work. anybody have any idea with whats wrong with it? when i get close to the wall and the crowbar hits the wall.the crowbar would shake and the player body would move abit, but thats all i get, it doesn run the animation that was assign to it. anybody has any help. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] weapon animation.
-- [ Picked text/plain from multipart/alternative ] http://download.yousendit.com/0AD10E412B8EAC0B .qc file inside... By the way, I am using HL2SP Mod. On 1/17/08, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Post your QC file. /ProZak On 16/01/2008, Alvin Ng [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm using my own custom model and i can get the range attack a.k.apistol and such animation working, however the melee animation seems to be missing and no mater how i edit the codes it doesn' seem to make the melee animation work. anybody have any idea with whats wrong with it? when i get close to the wall and the crowbar hits the wall.the crowbar would shake and the player body would move abit, but thats all i get, it doesn run the animation that was assign to it. anybody has any help. -- ___ 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
[hlcoders] 9 way blend animation.
-- [ Picked text/plain from multipart/alternative ] Was wondering if anyone can help me in making the 9way blending work? Been posting on many forums but nobody seems to be able to help. If anyone can point to me which direction or if there's any working tutorial or video? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HUD images
-- [ Picked text/plain from multipart/alternative ] hey guys, i was wondering if anybody has any idea on how to get custom images in place of numbers in the HUD in game and the main menu. say i wanna change the health from numbers to an image file how do i go about it. i tried getting image files over the New game options etc in the main menu in place of trying to get my own image in. i tried using the tutorials on valve wiki but images do not show up -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Replacing crowbar with custom weapon.
-- [ Picked text/plain from multipart/alternative ] Anybody knows how to replace the crowbar with another custom weapon? I have the custom weapon compiled, and tried to take out the crowbar, but the crowbar still stays in the game. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player 9 way blend animation in HL2SP
-- [ Picked text/plain from multipart/alternative ] can i take a look at your model... I'm not sure whether my problem is due to the model or the codes... On 1/12/08, GMX [EMAIL PROTECTED] wrote: Hi folks, I have the same problem but I am using the SDK from scratch, my code in the .qc file look like this: $sequence Run_lower { RunNW RunN RunNE RunW idle RunE RunSW RunS RunSE blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop FPS 30 ACT_RUN 1 { event 6005 7 lfoot } { event 6004 2 rfoot } { event 6007 7 mlfoot } { event 6006 2 mrfoot } } The each animation is played but without any blending if I change the the run direction. Another question is, is there the possiblitly to change the speed of the animation codewise? f.i. if I change the FPS from 30 to 20 the animtion is still play with the same speed. Am I looking at the wrong place or has anyone a hint? thx :-) -- [ Picked text/plain from multipart/alternative ] Anyone knows what I need to change to get the player's 9way blending to work on HL2 Single Player? I have a working third person, but the problem is the running animation which is not working. -- ___ 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
[hlcoders] Player 9 way blend animation in HL2SP
-- [ Picked text/plain from multipart/alternative ] Anyone knows what I need to change to get the player's 9way blending to work on HL2 Single Player? I have a working third person, but the problem is the running animation which is not working. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 9 Way Animation Blend for Single Player Mod
-- [ Picked text/plain from multipart/alternative ] Does anyone know what I need to tweak in the codes to make the 9way blend work on the mod? I have a third person camera working fine. But the animation does not blend, pressing WASD only plays one direction animation. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player animation after major change in codes.
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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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
Re: [hlcoders] Player animation after major change in codes.
-- [ Picked text/plain from multipart/alternative ] In sdk_playeranimstate.cpp #define ANIM_TOPSPEED_WALK 100 #define ANIM_TOPSPEED_RUN 250 #define ANIM_TOPSPEED_RUN_CROUCH 85 I tried changing the values from 100 to 300, 250 to 1000, but there wasn't any difference made. On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote: 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: hlcoders@list.valvesoftware.com 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
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: hlcoders@list.valvesoftware.com 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
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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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
Re: [hlcoders] Player animation after major change in codes.
-- [ 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: hlcoders@list.valvesoftware.com 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
[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
Re: [hlcoders] Player animation after major change in codes.
-- [ 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: hlcoders@list.valvesoftware.com 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
Re: [hlcoders] Replace Crowbar for HL2SP Mod.
-- [ Picked text/plain from multipart/alternative ] This appears after chose the weapons and press attack for some weapons like the pistol, thats why i can replace by adding the act in my qc, but for crow bar, this line doesnt appear in game, thats why I wasn't able to replace the animation. I was thinking if the reason could be that there's another mdl file / animation in game thats why the animations cant be played from my qc. CBaseAnimatingOverlay::AddGesture: model models/player/man/man.mdl missing activity ACT_GESTURE_RANGE_ATTACK_SMG On 12/13/07, Alvin Ng [EMAIL PROTECTED] wrote: is ACT_RANGE_ATTACK_SMG1 for the crowbar? or u mean i need to change to $sequence attack1 attack1 ACT_MELEE_ATTACK_SWIN 1 fps 20.00 Either I have no problem with my sequences... It works for my runs and also the pistol and handgun. On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote: Don't think your sequence is right. Mine looks like: $sequence attack1 attack1 ACT_RANGE_ATTACK_SMG1 1 fps 20.00 $sequence [local name] [smd file] [Activity name] 1 fps [fps float] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Thursday, December 13, 2007 3:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Replace Crowbar for HL2SP Mod. -- [ Picked text/plain from multipart/alternative ] Ya I did. acttable_t CWeaponCrowbar::m_acttable[] = { { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, }; So i used the ACT_MELEE_ATTACK_SWING in $sequence CBATT2 Attack1 fps 30 snap activity ACT_RANGE_ATTACK_SWING 1 But it still didnt work. (i turned on impulse 101 if it does matter.) --- On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote: Activities that are used are controlled by the weapons code in the act table which maps generic Activities to the ones for that weapon. Have you set this up? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Thursday, December 13, 2007 2:09 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Replace Crowbar for HL2SP Mod. -- [ Picked text/plain from multipart/alternative ] I am trying to replace the crowbar animation with a custom player model's animation. So far I tried many act_. But none of them worked for the crowbar. As in when the mouse is pressed, the model will play the animation - //For HL2SPCB = Crowbar $sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1 $sequence CBattackswing Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_SLAM 1 //For HL2MP $sequence CBattack2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK1 1 $sequence CBattackswing2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK_SWING 1 - It worked for the #HL2_Pistol which is $sequence pistolAttack Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_PISTOL 1 $sequence pistolReload Attack2 fps 30 snap activity ACT_GESTURE_RELOAD_PISTOL 1 -- ___ 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
[hlcoders] Replace Crowbar for HL2SP Mod.
-- [ Picked text/plain from multipart/alternative ] I am trying to replace the crowbar animation with a custom player model's animation. So far I tried many act_. But none of them worked for the crowbar. As in when the mouse is pressed, the model will play the animation - //For HL2SPCB = Crowbar $sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1 $sequence CBattackswing Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_SLAM 1 //For HL2MP $sequence CBattack2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK1 1 $sequence CBattackswing2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK_SWING 1 - It worked for the #HL2_Pistol which is $sequence pistolAttack Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_PISTOL 1 $sequence pistolReload Attack2 fps 30 snap activity ACT_GESTURE_RELOAD_PISTOL 1 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Replace Crowbar for HL2SP Mod.
-- [ Picked text/plain from multipart/alternative ] Ya I did. acttable_t CWeaponCrowbar::m_acttable[] = { { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, }; So i used the ACT_MELEE_ATTACK_SWING in $sequence CBATT2 Attack1 fps 30 snap activity ACT_RANGE_ATTACK_SWING 1 But it still didnt work. (i turned on impulse 101 if it does matter.) --- On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote: Activities that are used are controlled by the weapons code in the act table which maps generic Activities to the ones for that weapon. Have you set this up? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Thursday, December 13, 2007 2:09 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Replace Crowbar for HL2SP Mod. -- [ Picked text/plain from multipart/alternative ] I am trying to replace the crowbar animation with a custom player model's animation. So far I tried many act_. But none of them worked for the crowbar. As in when the mouse is pressed, the model will play the animation - //For HL2SPCB = Crowbar $sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1 $sequence CBattackswing Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_SLAM 1 //For HL2MP $sequence CBattack2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK1 1 $sequence CBattackswing2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK_SWING 1 - It worked for the #HL2_Pistol which is $sequence pistolAttack Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_PISTOL 1 $sequence pistolReload Attack2 fps 30 snap activity ACT_GESTURE_RELOAD_PISTOL 1 -- ___ 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
Re: [hlcoders] Replace Crowbar for HL2SP Mod.
-- [ Picked text/plain from multipart/alternative ] is ACT_RANGE_ATTACK_SMG1 for the crowbar? or u mean i need to change to $sequence attack1 attack1 ACT_MELEE_ATTACK_SWIN 1 fps 20.00 Either I have no problem with my sequences... It works for my runs and also the pistol and handgun. On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote: Don't think your sequence is right. Mine looks like: $sequence attack1 attack1 ACT_RANGE_ATTACK_SMG1 1 fps 20.00 $sequence [local name] [smd file] [Activity name] 1 fps [fps float] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Thursday, December 13, 2007 3:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Replace Crowbar for HL2SP Mod. -- [ Picked text/plain from multipart/alternative ] Ya I did. acttable_t CWeaponCrowbar::m_acttable[] = { { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, }; So i used the ACT_MELEE_ATTACK_SWING in $sequence CBATT2 Attack1 fps 30 snap activity ACT_RANGE_ATTACK_SWING 1 But it still didnt work. (i turned on impulse 101 if it does matter.) --- On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote: Activities that are used are controlled by the weapons code in the act table which maps generic Activities to the ones for that weapon. Have you set this up? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Thursday, December 13, 2007 2:09 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Replace Crowbar for HL2SP Mod. -- [ Picked text/plain from multipart/alternative ] I am trying to replace the crowbar animation with a custom player model's animation. So far I tried many act_. But none of them worked for the crowbar. As in when the mouse is pressed, the model will play the animation - //For HL2SPCB = Crowbar $sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1 $sequence CBattackswing Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_SLAM 1 //For HL2MP $sequence CBattack2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK1 1 $sequence CBattackswing2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK_SWING 1 - It worked for the #HL2_Pistol which is $sequence pistolAttack Attack1 fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_PISTOL 1 $sequence pistolReload Attack2 fps 30 snap activity ACT_GESTURE_RELOAD_PISTOL 1 -- ___ 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
[hlcoders] Player's Animation Activity List
-- [ Picked text/plain from multipart/alternative ] Anyone knows where I can get a full working list for the activities for Half Life 2 Single Player. Like e.g.ACT_RUN ACT_JUMP so on Because the one on the Valve wiki, alot of them doesnt work, like e.g.ACT_HOP ACT_STRAFE_LEFT ACT_STRAFE_RIGHT Thanks in advanced. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] Can we like create a multiplayer mod, then copy that part of the anim codes to put into the single player mod? On 12/6/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm. maybe singleplayer doesn't create an animstate machine for the player. I guess I can't help you then, sorry.. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, December 05, 2007 11:54 PM Subject: Re: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] found , if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) , if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) and so on which are about the same. I cant seem to find m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true ); -- ___ 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
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] I can see the jump and run animations, but when I press A(left) D(right) S(back) it still plays the same running forward animation. Plus for jumping, it only plays the jump animation when one of the WASD key is pressed too. if not it will just move the idle animation up and down. On 12/6/07, Mark Chandler [EMAIL PROTECTED] wrote: Yeah sp is mp but with maxplayers set at 1 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, December 06, 2007 6:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] I'm sure that's possible. I've never tried it myself but I don't see why it wouldn't work. Heck, singleplayer is really just multiplayer but with 0 ping... I think I'm not gonna walk you through copying the code though.. so..good luck with that. .. uhmm, bye! - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, December 06, 2007 12:17 AM Subject: Re: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] Can we like create a multiplayer mod, then copy that part of the anim codes to put into the single player mod? On 12/6/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm. maybe singleplayer doesn't create an animstate machine for the player. I guess I can't help you then, sorry.. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, December 05, 2007 11:54 PM Subject: Re: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] found , if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) , if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) and so on which are about the same. I cant seem to find m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true ); -- ___ 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
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] found , if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) , if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) and so on which are about the same. I cant seem to find m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true ); -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] return CalcSequenceIndex( %s%s, DEFAULT_RUN_NAME, pSuffix ); Is it under this? But still, what do I change? On 12/3/07, Alvin Ng [EMAIL PROTECTED] wrote: What do I change in there? Sorry I just started on this and I am not good at coding.. So I do not really know what to change, plus i cant seem to find anything whichs says change from 1 animation to 9 On 12/3/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Make sure you are specifying 8-way animation in sdk_playeranimstate.cpp. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, December 02, 2007 9:38 PM Subject: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] I am creating a mod with own models and animation and I am having a problem whereby the main player model doesn't play the the correct animations when the keys are pressed, like key W-Plays animation running forward key A -Plays animation shafting left key S -Plays animation running backwards key D -Plays animation shafting right Right now, the animations played for all four keys are the running forward animation. In the .qc file at the move_yaw the animations are working inside the hlmv.exe but not in the mod. -- ___ 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
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] What do I change in there? Sorry I just started on this and I am not good at coding.. So I do not really know what to change, plus i cant seem to find anything whichs says change from 1 animation to 9 On 12/3/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Make sure you are specifying 8-way animation in sdk_playeranimstate.cpp. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, December 02, 2007 9:38 PM Subject: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] I am creating a mod with own models and animation and I am having a problem whereby the main player model doesn't play the the correct animations when the keys are pressed, like key W-Plays animation running forward key A -Plays animation shafting left key S -Plays animation running backwards key D -Plays animation shafting right Right now, the animations played for all four keys are the running forward animation. In the .qc file at the move_yaw the animations are working inside the hlmv.exe but not in the mod. -- ___ 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
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] My .qc file has this ===- $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_RunS a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS blendwidth 9 blend move_yaw -180 180 node running ACT_RUN 1 } Then again, I am using halflife 2 single player mode.. not multiplayer... On 12/3/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The reason you need to specify it as 8 WAY is because move_yaw pose parameter is an 8 way blended parameter. The 9 WAY method uses two pose paremeters. move_x move_y I believe the CS Source player models use move_x and move_y You should try to base your .qc file off the CS:Source player models. Oh, and the only difference between 9Way and 8WAY is that the 9WAY has an extra animation for when the player is stationary. In the code, working with 9WAY animation is simpler because you just have to set the 'move_x' and 'move_y' pose paremeter to '0' and the player is playing the idle animation. With 8WAY animation, you have to blend in a seperate idle sequence.. which is a bit more complicated.. I recommend copying the CSSource method and using 9WAY. 8WAY is an older method that was designed before 9WAY became the standard method for Source character animation. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, December 02, 2007 9:38 PM Subject: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] I am creating a mod with own models and animation and I am having a problem whereby the main player model doesn't play the the correct animations when the keys are pressed, like key W-Plays animation running forward key A -Plays animation shafting left key S -Plays animation running backwards key D -Plays animation shafting right Right now, the animations played for all four keys are the running forward animation. In the .qc file at the move_yaw the animations are working inside the hlmv.exe but not in the mod. -- ___ 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
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] I cant find that state in the codes fr hl2 single mode Its for the main player... ya.. a third person mod using halflife 2 single mode. On 12/3/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yea, that's what a normal 8-way animation looks like. You can remove the line containing a_RunZero since it's not even being used. The actual sequence, Run contains 8 movement directions, S, SE, E, NE, N, NW, W, SW. So as I said in my previous email, the Run sequence has to get blended (in code) with an idle sequence when the player is not moving. Anyways, just make sure your character has this line in it's class constructor: m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true ); Is this for an NPC? or for a player? (ie. you're doing third person mod) - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 03, 2007 12:37 AM Subject: Re: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] My .qc file has this ===- $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_RunS a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS blendwidth 9 blend move_yaw -180 180 node running ACT_RUN 1 } Then again, I am using halflife 2 single player mode.. not multiplayer... On 12/3/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The reason you need to specify it as 8 WAY is because move_yaw pose parameter is an 8 way blended parameter. The 9 WAY method uses two pose paremeters. move_x move_y I believe the CS Source player models use move_x and move_y You should try to base your .qc file off the CS:Source player models. Oh, and the only difference between 9Way and 8WAY is that the 9WAY has an extra animation for when the player is stationary. In the code, working with 9WAY animation is simpler because you just have to set the 'move_x' and 'move_y' pose paremeter to '0' and the player is playing the idle animation. With 8WAY animation, you have to blend in a seperate idle sequence.. which is a bit more complicated.. I recommend copying the CSSource method and using 9WAY. 8WAY is an older method that was designed before 9WAY became the standard method for Source character animation. - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, December 02, 2007 9:38 PM Subject: [hlcoders] 3rd person cam, player's animation -- [ Picked text/plain from multipart/alternative ] I am creating a mod with own models and animation and I am having a problem whereby the main player model doesn't play the the correct animations when the keys are pressed, like key W-Plays animation running forward key A -Plays animation shafting left key S -Plays animation running backwards key D -Plays animation shafting right Right now, the animations played for all four keys are the running forward animation. In the .qc file at the move_yaw the animations are working inside the hlmv.exe but not in the mod. -- ___ 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
[hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] I am creating a mod with own models and animation and I am having a problem whereby the main player model doesn't play the the correct animations when the keys are pressed, like key W-Plays animation running forward key A -Plays animation shafting left key S -Plays animation running backwards key D -Plays animation shafting right Right now, the animations played for all four keys are the running forward animation. In the .qc file at the move_yaw the animations are working inside the hlmv.exe but not in the mod. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders