Re: [hlcoders] Player animation after major change in codes.

2008-01-04 Thread Alvin Ng
 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.

2008-01-02 Thread Alvin Ng
--
[ 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.

2008-01-02 Thread Maarten De Meyer
Off the top of my head ( don't have the codebase here at work ), you
should decrease the values rather than increase them, since these are the
values used to compare against the actual players' speed, which is
calculated elsewhere. However, if you say nothing's changed maybe your
problem is elsewhere; if you increase them e.g. with a factor 2 I'd have
expected the move_x to be 0.12 rather than 0.24. Still, you should debug
your code and see why move_x is at 0.24; it's your main problem.

 --
 [ 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

Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Maarten De Meyer
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
 

 --

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 

Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Alvin Ng
--
[ 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.

2007-12-26 Thread Alvin Ng
--
[ 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.

2007-12-26 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
ok, you're probably not moving fast enough..
type
sv_maxspeed 600

and then move forward... That should change the weight.. If it does, then
your problem is something I can help you with...
Lemme know what the new weight is.

hmm.. why dont u add me to MSN,  I can probably help you much quicker.. My
MSN contact is
[EMAIL PROTECTED]



- Original Message -
From: Alvin Ng [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, December 26, 2007 1:00 AM
Subject: 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

Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Maarten De Meyer
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
   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

Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Alvin Ng
--
[ 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

Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Maarten De Meyer
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, 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

Re: [hlcoders] Player animation after major change in codes.

2007-12-25 Thread Minh
--
[ Picked text/plain from multipart/alternative ]

- 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


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Re: [hlcoders] Player animation after major change in codes.

2007-12-25 Thread Minh
--
[ 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


--

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Re: [hlcoders] Player animation after major change in codes.

2007-12-25 Thread Alvin Ng
--
[ 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:
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Re: [hlcoders] Player animation after major change in codes.

2007-12-25 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Hmm.. you might try investigating this function


Activity CSDKPlayerAnimState::CalcMainActivity()



It returns what activity to play based on certain parameters. Make sure that
it's returning the activity you want it to..

You can do this by adding a code break, or you can do this by spitting out a
message to the screen to determine what activity is being returned.

This is how I spit out messages to the screen.



engine-Con_NPrintf ( iLine,  %i,  idealActivity );



iLine is the line on the screen where it will spit out. I think valid values
range from 0 - 60.

idealActivity is the activity number. You should put this line at the end of
the ::CalcMainActivity()  function ..


- Original Message -
From: Alvin Ng [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, December 25, 2007 8:05 PM
Subject: 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

Re: [hlcoders] Player animation ?

2005-01-13 Thread Phil Bowens
Thank you both for finally replying to this specific question-- there
have been two threads (that I know of previously) that dealt with this
same issue. =)


On Tue, 11 Jan 2005 14:21:05 -0800, Adrian Finol
[EMAIL PROTECTED] wrote:
 Actually, it looks like he's not loading the HL2DM models but the HL2
 ones. In HL2DM Humans and Combine share the same animations.

 Make sure you are loading from the right *_animations.mdl animation
 files. Both set of models should have the same animation and activity
 names.

 Other than that Major Boone speaks the truth. Using the Weapon's
 activity translation table is the cleanest way to handle different
 animations per weapon.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
 Sent: Tuesday, January 11, 2005 2:05 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Player animation ?

 HL2DM player animation uses a different system than is in the sdk.
 Basically you have a list of base sequences, preblended with 9-way aims
 and 9-way runs - those are the aim animations and are called in game
 code via activities ( why you see different animation names in combine
 vs rebels ).

 Shooting is done by adding the fire animation as a gesture over top of
 the base sequence.

 For Dod we're doing a hybird, with the activities on base sequence and
 fire/reload/hand signal gestures over top, but non-networked like the
 sdk does it to reduce net traffic.

 I would recommend moving at least to using activities for your player
 animations so avoid all the nasty string construction and comparing.

 As far as your animations only playing the first and last frame, this
 function doesn't appear to be causing that. I would check with a a
 different model/sequence to see if it's a problem in your model.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Patrick
 Flanagan
 Sent: Tuesday, January 11, 2005 11:33 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Player animation ?

 I'm trying to get player animation working with some non-CS models.
 Specifically, I'd like to get animations working with the models used in
 HL2DM. I used model viewer to load up the combine models from HL2DM and
 some of the resistance models from HL2DM.

 Not only are their animations totally different from CS, they're
 different from each other. The combine models have different animations
 than the resistance models. I've been working on converting the
 animation names in sdk_playeranimstate.cpp to call the animations in
 combine_solder.mdl, which I think is the one used in HL2DM.

 I've run into some problems with this though.

 First off, there's doesn't seem to be any walking or running shooting
 animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
 ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
 the CS models. There doesn't seem to be any animation to be running and
 shooting at the same time.

 Second, the animations seem to only play the first frame and then stop.
 For example, I changed CalcFireLayerSequence to look like this:

 int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
 {
 // Figure out the weapon suffix.
 CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
 if ( !pWeapon )
 return 0;

 const char *pSuffix = GetWeaponSuffix();
 if ( !pSuffix )
 return 0;

 // Don't rely on their weapon here because the player has
 usually switched to their
 // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
 message gets to the client.
 if ( event == PLAYERANIMEVENT_THROW_GRENADE )
 {
 pSuffix = Gren;
 }

 switch ( GetCurrentMainSequenceActivity() )
 {
 case ACT_PLAYER_RUN_FIRE:
 case ACT_RUN:
 //return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_RUN_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
 //FIXME: totally wrong

 case ACT_PLAYER_WALK_FIRE:
 case ACT_WALK:
 //return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_WALK_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
 //FIXME: totally wrong

 case ACT_PLAYER_CROUCH_FIRE:
 case ACT_CROUCHIDLE:
 return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_CROUCH_NAME, pSuffix );

 case ACT_PLAYER_CROUCH_WALK_FIRE:
 case ACT_RUN_CROUCH:
 return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );

 default:
 case ACT_PLAYER_IDLE_FIRE:
 //return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_IDLE_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
 //FIXME

Re: [hlcoders] Player animation ? Interesant Discussion

2005-01-12 Thread Patrick Flanagan
Using Matt's suggestions, I was able to get a HL2DM model animating in
my code. Turns out I was in fact loading the wrong model animations
file.


On Tue, 11 Jan 2005 23:45:26 -0700, Jose Luis Gonzalez [EMAIL PROTECTED] 
wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 This is interesant. Can we use the HL2DM models in the SDK?. What is the 
 correct way to do?, cloning the HL2DM weapons to the SDK and using the 
 animation layer sequences of the HL2DM??.

 Looking in the Model viewer, a lot of models have the weapon activity 
 sequences, like GMAN. Can we use this model with the SDK, for example?.

 This code is the correct way to do the animation sequences??. Can you post an 
 example using a HL2 model or a HL2DM model ??. Thanks.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto: [EMAIL PROTECTED] ] On Behalf Of Adrian Finol
 Sent: Tuesday, January 11, 2005 2:05 PM
 To:  hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Player animation ?

 Actually, it looks like he's not loading the HL2DM models but the HL2
 ones. In HL2DM Humans and Combine share the same animations.

 Make sure you are loading from the right *_animations.mdl animation
 files. Both set of models should have the same animation and activity
 names.

 Other than that Major Boone speaks the truth. Using the Weapon's
 activity translation table is the cleanest way to handle different
 animations per weapon.

 -Original Message-
 From:  [EMAIL PROTECTED]
 [mailto: [EMAIL PROTECTED] ] On Behalf Of Matt Boone
 Sent: Tuesday, January 11, 2005 2:05 PM
 To:  hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Player animation ?

 HL2DM player animation uses a different system than is in the sdk.
 Basically you have a list of base sequences, preblended with 9-way aims
 and 9-way runs - those are the aim animations and are called in game
 code via activities ( why you see different animation names in combine
 vs rebels ).

 Shooting is done by adding the fire animation as a gesture over top of
 the base sequence.

 For Dod we're doing a hybird, with the activities on base sequence and
 fire/reload/hand signal gestures over top, but non-networked like the
 sdk does it to reduce net traffic.

 I would recommend moving at least to using activities for your player
 animations so avoid all the nasty string construction and comparing.

 As far as your animations only playing the first and last frame, this
 function doesn't appear to be causing that. I would check with a a
 different model/sequence to see if it's a problem in your model.

 -Original Message-
 From:  [EMAIL PROTECTED]
 [mailto: [EMAIL PROTECTED] ] On Behalf Of Patrick
 Flanagan
 Sent: Tuesday, January 11, 2005 11:33 AM
 To:  hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Player animation ?

 I'm trying to get player animation working with some non-CS models.
 Specifically, I'd like to get animations working with the models used in
 HL2DM. I used model viewer to load up the combine models from HL2DM and
 some of the resistance models from HL2DM.

 Not only are their animations totally different from CS, they're
 different from each other. The combine models have different animations
 than the resistance models. I've been working on converting the
 animation names in sdk_playeranimstate.cpp to call the animations in
 combine_solder.mdl, which I think is the one used in HL2DM.

 I've run into some problems with this though.

 First off, there's doesn't seem to be any walking or running shooting
 animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
 ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
 the CS models. There doesn't seem to be any animation to be running and
 shooting at the same time.

 Second, the animations seem to only play the first frame and then stop.
 For example, I changed CalcFireLayerSequence to look like this:

 int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
 {
 // Figure out the weapon suffix.
 CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
 if ( !pWeapon )
 return 0;

 const char *pSuffix = GetWeaponSuffix();
 if ( !pSuffix )
 return 0;

 // Don't rely on their weapon here because the player has
 usually switched to their
 // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
 message gets to the client.
 if ( event == PLAYERANIMEVENT_THROW_GRENADE )
 {
 pSuffix = Gren;
 }

 switch ( GetCurrentMainSequenceActivity() )
 {
 case ACT_PLAYER_RUN_FIRE:
 case ACT_RUN:
 //return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_RUN_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
 //FIXME: totally wrong

 case ACT_PLAYER_WALK_FIRE:
 case ACT_WALK:
 //return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_WALK_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
 //FIXME: totally wrong

 case ACT_PLAYER_CROUCH_FIRE:
 case ACT_CROUCHIDLE:
 return CalcSequenceIndex( %s%s

RE: [hlcoders] Player animation ?

2005-01-11 Thread Matt Boone
HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).

Shooting is done by adding the fire animation as a gesture over top of
the base sequence.

For Dod we're doing a hybird, with the activities on base sequence and
fire/reload/hand signal gestures over top, but non-networked like the
sdk does it to reduce net traffic.

I would recommend moving at least to using activities for your player
animations so avoid all the nasty string construction and comparing.

As far as your animations only playing the first and last frame, this
function doesn't appear to be causing that. I would check with a a
different model/sequence to see if it's a problem in your model.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Tuesday, January 11, 2005 11:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player animation ?

I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working with the models used in
HL2DM. I used model viewer to load up the combine models from HL2DM and
some of the resistance models from HL2DM.

Not only are their animations totally different from CS, they're
different from each other. The combine models have different animations
than the resistance models. I've been working on converting the
animation names in sdk_playeranimstate.cpp to call the animations in
combine_solder.mdl, which I think is the one used in HL2DM.

I've run into some problems with this though.

First off, there's doesn't seem to be any walking or running shooting
animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
the CS models. There doesn't seem to be any animation to be running and
shooting at the same time.

Second, the animations seem to only play the first frame and then stop.
For example, I changed CalcFireLayerSequence to look like this:


int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
{
// Figure out the weapon suffix.
CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
if ( !pWeapon )
return 0;

const char *pSuffix = GetWeaponSuffix();
if ( !pSuffix )
return 0;

// Don't rely on their weapon here because the player has
usually switched to their
// pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
message gets to the client.
if ( event == PLAYERANIMEVENT_THROW_GRENADE )
{
pSuffix = Gren;
}

switch ( GetCurrentMainSequenceActivity() )
{
case ACT_PLAYER_RUN_FIRE:
case ACT_RUN:
//return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_RUN_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

case ACT_PLAYER_WALK_FIRE:
case ACT_WALK:
//return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_WALK_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

case ACT_PLAYER_CROUCH_FIRE:
case ACT_CROUCHIDLE:
return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_NAME, pSuffix );

case ACT_PLAYER_CROUCH_WALK_FIRE:
case ACT_RUN_CROUCH:
return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );

default:
case ACT_PLAYER_IDLE_FIRE:
//return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_IDLE_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );
//FIXME: pick the right weapon
}
}

I've set my player model to be combine_soldier. When I spawn in third
person and watch my player model, if I run along start shooting it looks
like it plays only the first frame or two and then immediately goes back
to idle/jittering. If I'm running, it looks even worse since each time I
fire it looks like it restarts the ShootSMG1animation but there's no
blending between them so it looks all jittery. Has anyone had any luck
getting this to work?

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RE: [hlcoders] Player animation ? Interesant Discussion

2005-01-11 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This is interesant. Can we use the HL2DM models in the SDK?. What is the 
correct way to do?, cloning the HL2DM weapons to the SDK and using the 
animation layer sequences of the HL2DM??.

Looking in the Model viewer, a lot of models have the weapon activity 
sequences, like GMAN. Can we use this model with the SDK, for example?.

This code is the correct way to do the animation sequences??. Can you post an 
example using a HL2 model or a HL2DM model ??. Thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Adrian Finol
Sent: Tuesday, January 11, 2005 2:05 PM
To:  hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Player animation ?

Actually, it looks like he's not loading the HL2DM models but the HL2
ones. In HL2DM Humans and Combine share the same animations.

Make sure you are loading from the right *_animations.mdl animation
files. Both set of models should have the same animation and activity
names.

Other than that Major Boone speaks the truth. Using the Weapon's
activity translation table is the cleanest way to handle different
animations per weapon.

-Original Message-
From:  [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Matt Boone
Sent: Tuesday, January 11, 2005 2:05 PM
To:  hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Player animation ?

HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).

Shooting is done by adding the fire animation as a gesture over top of
the base sequence.

For Dod we're doing a hybird, with the activities on base sequence and
fire/reload/hand signal gestures over top, but non-networked like the
sdk does it to reduce net traffic.

I would recommend moving at least to using activities for your player
animations so avoid all the nasty string construction and comparing.

As far as your animations only playing the first and last frame, this
function doesn't appear to be causing that. I would check with a a
different model/sequence to see if it's a problem in your model.

-Original Message-
From:  [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Patrick
Flanagan
Sent: Tuesday, January 11, 2005 11:33 AM
To:  hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player animation ?

I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working with the models used in
HL2DM. I used model viewer to load up the combine models from HL2DM and
some of the resistance models from HL2DM.

Not only are their animations totally different from CS, they're
different from each other. The combine models have different animations
than the resistance models. I've been working on converting the
animation names in sdk_playeranimstate.cpp to call the animations in
combine_solder.mdl, which I think is the one used in HL2DM.

I've run into some problems with this though.

First off, there's doesn't seem to be any walking or running shooting
animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
the CS models. There doesn't seem to be any animation to be running and
shooting at the same time.

Second, the animations seem to only play the first frame and then stop.
For example, I changed CalcFireLayerSequence to look like this:

int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
{
 // Figure out the weapon suffix.
 CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
 if ( !pWeapon )
 return 0;

 const char *pSuffix = GetWeaponSuffix();
 if ( !pSuffix )
 return 0;

 // Don't rely on their weapon here because the player has
usually switched to their
 // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
message gets to the client.
 if ( event == PLAYERANIMEVENT_THROW_GRENADE )
 {
 pSuffix = Gren;
 }

 switch ( GetCurrentMainSequenceActivity() )
 {
 case ACT_PLAYER_RUN_FIRE:
 case ACT_RUN:
 //return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_RUN_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

 case ACT_PLAYER_WALK_FIRE:
 case ACT_WALK:
 //return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_WALK_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

 case ACT_PLAYER_CROUCH_FIRE:
 case ACT_CROUCHIDLE:
 return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_NAME, pSuffix );

 case ACT_PLAYER_CROUCH_WALK_FIRE:
 case ACT_RUN_CROUCH:
 return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );

 default:
 case ACT_PLAYER_IDLE_FIRE:
 //return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_IDLE_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s