Re: [hlcoders] hl2dm player model angle problem

2006-04-21 Thread l3fty
I've found the cause of the problem with the model, leaving the solution
here to potentially help others.

It seems when a blend run is present, an additional pose parameter is
required. This is usually used in the aim animations, it is the parameter
aim_yaw. As my character is not intended to aim as the usual hl2 characters
do, I simply added this parameter to the run animation.

The function which sets the players angle in the code returns if the aim_yaw
parameter is not correctly set, which probably explains why the server didnt
change the angle of my character.

corrections to the qc that enabled the run to work properly:

$poseparameter aim_yaw -60.00 60.00  // added at the top with the other
poseparameter

$sequence RunALL "bear_run_back" fps 30.00 {
  a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
  blendwidth 9 blend move_yaw -180.00 180.00 blend aim_yaw -60.00 60.00 loop
ACT_HL2MP_RUN_MELEE 1
 }// and the parameter used in the sequence.


Note; this is not the proper way to use this parameter, it simply worked for
my character and would allow animators to test such animations without
having to put together a whole qc file.




- Original Message -----
From: "l3fty" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, April 19, 2006 9:51 PM
Subject: [hlcoders] hl2dm player model angle problem


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--
[ Picked text/plain from multipart/alternative ]
Hey everyone, I could really use some help and some brainstorming with this
odd problem, though it is probably less to do with code and more with the QC
file.

I am trying to set up the blended run cycle for a player model replacement.
This is the multi directional animation blending thing that is in hl2. It
seems to work; as my player runs forward his run forward animation plays, as
he runs back the back plays etc. However, while it plays it is also snapping
the player back to aim in the direction he spawned. This creates a horrible
flipping effect as it tries to draw him from one angle, then back to the
other. Its a purely visual thing; his attacks seem to be going in the right
direction. On a different client, they see the player as if he is locked
facing in his spawn direction.

The valve player models work (almost) fine, there is some slight stuttering
as they turn, but from another client they turn properly etc. This narrows
it down i think to the qc file.

my QC file:


$modelname player/bear/bear.mdl
$poseparameter move_yaw -180.00 180.00
$cdmaterials models/player/bear

$surfaceprop "flesh"
$scale 1.0

$model bearplayer "bear_ref"


$include "heirarchy.qci"
$include "ragdoll.qci"

 $sequence default "bear_default" loop fps 30

 $sequence idle "bear_idle" loop fps 30 activity ACT_HL2MP_IDLE_MELEE 1


 $animation a_RunS bear_run_back loop fps 30.00
 $animation a_RunSE bear_run_back loop fps 30.00
 $animation a_RunE bear_run loop fps 30.00
 $animation a_RunNE bear_run loop fps 30.00
 $animation a_RunN bear_run loop fps 30.00
 $animation a_RunNW bear_run loop fps 30.00
 $animation a_RunW bear_run_left loop fps 30.00
 $animation a_RunSW bear_run_back loop fps 30.00

 $sequence RunALL "bear_run_back" fps 30.00 {
  a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
  blendwidth 9 blend move_yaw -180.00 180.00 loop ACT_HL2MP_RUN_MELEE 1
 }

 //$sequence run "bear_run" loop fps 30 activity ACT_HL2MP_RUN_MELEE 1

 $sequence punch "bear_punch" loop fps 30 activity
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1



Here I have set up an animation blend almost identical to those used by the
combine and male human mdl's. But whereas those models do not have the
problem, mine does. Their animation are all compiled into a separate .mdl
file to their reference data, could that be a possible factor?

This is for a university project, I just need my character running around
nicely, so any help would be really appreciated.

Thanks :)

 - l3fty
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[hlcoders] hl2dm player model angle problem

2006-04-19 Thread l3fty
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey everyone, I could really use some help and some brainstorming with this odd 
problem, though it is probably less to do with code and more with the QC file.

I am trying to set up the blended run cycle for a player model replacement. 
This is the multi directional animation blending thing that is in hl2. It seems 
to work; as my player runs forward his run forward animation plays, as he runs 
back the back plays etc. However, while it plays it is also snapping the player 
back to aim in the direction he spawned. This creates a horrible flipping 
effect as it tries to draw him from one angle, then back to the other. Its a 
purely visual thing; his attacks seem to be going in the right direction. On a 
different client, they see the player as if he is locked facing in his spawn 
direction.

The valve player models work (almost) fine, there is some slight stuttering as 
they turn, but from another client they turn properly etc. This narrows it down 
i think to the qc file.

my QC file:


$modelname player/bear/bear.mdl
$poseparameter move_yaw -180.00 180.00
$cdmaterials models/player/bear

$surfaceprop "flesh"
$scale 1.0

$model bearplayer "bear_ref"


$include "heirarchy.qci"
$include "ragdoll.qci"

 $sequence default "bear_default" loop fps 30

 $sequence idle "bear_idle" loop fps 30 activity ACT_HL2MP_IDLE_MELEE 1


 $animation a_RunS bear_run_back loop fps 30.00
 $animation a_RunSE bear_run_back loop fps 30.00
 $animation a_RunE bear_run loop fps 30.00
 $animation a_RunNE bear_run loop fps 30.00
 $animation a_RunN bear_run loop fps 30.00
 $animation a_RunNW bear_run loop fps 30.00
 $animation a_RunW bear_run_left loop fps 30.00
 $animation a_RunSW bear_run_back loop fps 30.00

 $sequence RunALL "bear_run_back" fps 30.00 {
  a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
  blendwidth 9 blend move_yaw -180.00 180.00 loop ACT_HL2MP_RUN_MELEE 1
 }

 //$sequence run "bear_run" loop fps 30 activity ACT_HL2MP_RUN_MELEE 1

 $sequence punch "bear_punch" loop fps 30 activity 
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1



Here I have set up an animation blend almost identical to those used by the 
combine and male human mdl's. But whereas those models do not have the problem, 
mine does. Their animation are all compiled into a separate .mdl file to their 
reference data, could that be a possible factor?

This is for a university project, I just need my character running around 
nicely, so any help would be really appreciated.

Thanks :)

 - l3fty
--


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[hlcoders] different bounding box sizes for different teams

2006-04-15 Thread l3fty
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Does anyone know a simple way to change the bounding box depending on which 
team the player belongs to? The predefined values used in hl2dm are at the top 
of hl2mp_gamerules.cpp and I might be mistaken but I think they are used long 
before the player actually chooses his team. Ideally there would be some way to 
set them again in hl2mp_player.cpp, as the players team/model is chosen.

Any ideas?
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Re: [hlcoders] HLMV suddenly trying to access the web?

2006-03-19 Thread l3fty
Ive noticed theres a significant delay when opening model viewer that only
started recently. It could be that my hardware firewall is blocking these
web accesses and causing this delay. Very strange.


- Original Message -
From: "Jurgen Knops" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 19, 2006 2:33 PM
Subject: RE: [hlcoders] HLMV suddenly trying to access the web?


> Indeed, since the last update I had the same thing with HLMV yesterday (
> 18th march )
>
>
http://www.jurgenknops.nl/uploads/half-life2/overigen/HalfLifeModelViewer_In
> ternetToegang.jpg
>
> When I applied the rule for HLMV I had exact the same IP address where
HLMV
> will communicate with.. ( 131.107.115.28 ).
>
>
> - Jurgen Knops
>
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jed
> Verzonden: zondag 19 maart 2006 15:10
> Aan: hlcoders@list.valvesoftware.com
> Onderwerp: [hlcoders] HLMV suddenly trying to access the web?
>
> Has this happened to anyone else since the last Steam update?
>
> Suddenly, every time I run HLMV my firewall pops up telling me its
> trying to contact an IP on port 80 (http) for some reason. I've checked
> my firewall settings, I've checked my system for viruses and I've
> checked that the executable is the same as the one in the GCF.
>
> I haven't, that I'm aware of, installed or updated anything on my system
>   but at the moment its ONLY HLMV that has started doing this.
>
> My firewall output is as follows:
>
> http://img116.imageshack.us/img116/2599/hlmvfirewall5qx.gif
>
> - Jed
>
>
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[hlcoders] Setting current animation to a specific frame

2006-02-01 Thread l3fty
Does anyone know how to set a currently playing animation (on the player
model) to a specific frame? Within CHL2MP_player::SetAnimation I am trying
to set a specific frame number when the desired activity is requested, using
the SetCycle function of c_baseanimating, but it dosent seem to change the
frame. The animation being played is a delta animation being played atop
whatever the player is currently doing ( in the same way the normal hl2
attacks function ).


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Re: [hlcoders] Valve, Engine bug?

2006-01-31 Thread l3fty
I've noticed this in my mod too. Glad you've seen it in HL2DM, thought it
might have been something in my project ;)


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[hlcoders] Sending Player Model Animations overlapping

2006-01-29 Thread l3fty
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Hey everyone,

  Having a little trouble with setting the player models animation. Im using a 
custom activity, to send an animation to raise a weapon, before the attack is 
released and a swing animation is sent. The swing activity can be called at any 
point after the weapon has been raised. The raise animation works correctly, 
and when the swing is released (interrupting the raise activity) the swing 
activity works, however after the swing animation finishes, the model goes back 
to finish off the raise animation, and dosent go idle again until it has 
finished. what i want to happen is after the swing, for it to go idle but i 
cant seem to get it to do so.

Any help would be greatly appreciated.

- l3fty
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Re: [hlcoders] NO MORE OFFTOPIC PLEASE

2006-01-26 Thread l3fty
I totally support Adam's position, it would be nice to keep this list about
coding issues, seeing as there are various places people can go for other
types of support. A new list for modellers is a great idea though.

- Original Message -
From: "DigiChaos" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, January 26, 2006 3:43 PM
Subject: Re: [hlcoders] NO MORE OFFTOPIC PLEASE


> --
> [ Picked text/plain from multipart/alternative ]
> Hehehe... No need to get uber pissy.
>
> Could we suggest a Modeling/Animation list? I know a handful of modelers
> that are always pissy that there is no list for modeling.
>
> On 1/26/06, StealthMode <[EMAIL PROTECTED]> wrote:
> >
> > Aww whats wrong your e-peen ain't big enough adam?
> >
> > Your ignorance shines through...
> >
> >
> >
> >
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[hlcoders] Weapon animation events

2006-01-24 Thread l3fty
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Hi everyone,

How are weapon animation events properly meant to be used? I have a sequence 
with an event on a model, the QC line is:

$sequence swing "v_human_shortsword_swing" activity ACT_VM_MISSCENTER 1 fps 20 
{ frames 11 20 } { event 3003 3 }

the event code is for EVENT_WEAPON_MELEE_SWISH.


Then in the Operator_HandleAnimEvent function in my weapon code, i added a case 
for that event. I decided in that case to set a bool to true, so that in the 
postframe function, i can see that the event had occurred, and go from there.

however, strange things happenned, it seemed as though the bool were set, but 
also as if that didnt matter in the functions which were then called from the 
postframe function.

my guess is im using the events in an inproper fashion, any suggestions as to 
what im doing wrong?

Thanks,
l3fty
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[hlcoders] hl2dm sdk third person attack animation

2005-12-24 Thread l3fty
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Hey hlcoders,

For animation testing purposes I am using the standard third person camera. 
Most animation seem to be called correctly as long as the correct activity is 
associated with them, however there is a problem with the (melee) attack. The 
attack animation does not play for the hosting pc's character on a listen 
server. The animations are correctly executed on a client however, which i 
believe rules out any potential qc file problems. I assume theres some 
condition that says if the entity is the servers player character, not to send 
the attack animation, but i cant find such a condition.

Any pointers would be appreciated, thanks :)

l3fty

www.warcrymod.com
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