Re: [hlcoders] hl2dm player model angle problem
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 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 -- ___ 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] hl2dm player model angle problem
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] different bounding box sizes for different teams
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLMV suddenly trying to access the web?
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 > > > ___ > 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] Setting current animation to a specific frame
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 ). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve, Engine bug?
I've noticed this in my mod too. Glad you've seen it in HL2DM, thought it might have been something in my project ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sending Player Model Animations overlapping
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] NO MORE OFFTOPIC PLEASE
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... > > > > > > > > > > ___ > > 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] Weapon animation events
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] hl2dm sdk third person attack animation
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders