Just compile the qc file found in;
sourcesdk_content\hl2\modelsrc\weapons\v_crowbar
You need to export the animations to the same names or
it wont work correctly, you will also need to size,
and place the crowbar against the biped model in the
sourcesdk_content\hl2\modelsrc\player folder (import
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Was wondering if anyone can help me in making the 9way blending work?
Been posting on many forums but nobody seems to be able to help.
If anyone can point to me which direction or if there's any working tutorial
or video?
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Hello, ive been looking for a way to modify the players view point and view
angle in a hl2 mp mod. It seems easy to manipulate the players viewpoint
and move him around the map by accessing the players SetLocalOrigin
functions or
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You're going to have to be more specific. What exactly is wrong? How are you
trying to make it work that's not working? In HL2 the default SDK already
has nine way blending set up in the SDK, so unless you're redoing the player
model entirely it
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This is how I do it:
// Update the current command with our view angles.
VectorAngles( vecDir, m_pCurrentCommand-viewangles );
#ifdef CLIENT_DLL
SetLocalViewAngles( m_pCurrentCommand-viewangles );
engine-SetViewAngles(
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Thanks for the response, I dont want to change the player class unless I
absolutely have to. It seems like the functionality is there already to
modify view angle, but for some reason its just not working, maybe its not
possible to do that
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The reason SetAbsAngles isn't working is because the viewangles is
constantly being stamped over by the following functions
void CPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd,
IMoveHelper *pHelper, CMoveData *move )
in the
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Why don't you try to use the multiplayer SDK and see if your model works.
If it does, then there is something wrong with your code (ie. you're not
merging the animstate stuff with the singleplayer code properly)
If it doesn't then, there's
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The psycological effect has already been enacted. I am doomed.
On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL PROTECTED] wrote:
Knowing valve it would be something along the lines
of;
- Fixed everything
- Added a hole heap of stuff
For goodness' sake, guys... it'll be out when it's ready. Give poor Mike
and his team a chance.
// Adam Maras (memzero)
Nick wrote:
It has been 4 months since September and still no code updates ?
On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:
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It has been 4 months since September and still no code updates ?
On Jan 14, 2008 3:52 PM, Joel R. [EMAIL PROTECTED] wrote:
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The psycological effect has already been enacted. I am doomed.
On Jan 14, 2008 1:01 AM, Adam amckern McKern [EMAIL
Anyone know what this changes?
* SDK Launcher now has a drop list of engine versions in addition to
a drop list of games/mods. This eliminates the need to specify
engine version as a launch option
From the latest steam update...no changes to source sdk on my side...
I think it means you don't have to run the sdk with -engine to make it
work with pre-orangebox games.
On 15/01/2008, Jake Breen [EMAIL PROTECTED] wrote:
Anyone know what this changes?
* SDK Launcher now has a drop list of engine versions in addition to
a drop list of games/mods.
According to this:
http://developer.valvesoftware.com/wiki/SDK_Code_Updates
the last code update was over 17 months ago? (aug 06)
On Jan 14, 2008 9:11 PM, Matt Stafford [EMAIL PROTECTED] wrote:
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Yeah Nick, remember this is Valve we're talking
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I'd also guess that, and that was likely the change Mike was waiting for
before he pushed out the code update.
On 1/15/08, Jeremy D [EMAIL PROTECTED] wrote:
I'm ganna guess it changes the need to specify the engine version as a
launch option.
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Yeah Nick, remember this is Valve we're talking about. An update every 4
months is almost unheard of!
On 1/15/08, Adam Maras (memzero) [EMAIL PROTECTED] wrote:
For goodness' sake, guys... it'll be out when it's ready. Give poor Mike
and his
I'm ganna guess it changes the need to specify the engine version as a
launch option. But who knows.
Jake Breen wrote:
Anyone know what this changes?
* SDK Launcher now has a drop list of engine versions in addition to
a drop list of games/mods. This eliminates the need to specify
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http://www.youtube.com/watch?v=7WHptG35EWU
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Jorge Vino Rodriguez
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hmm, and how many other companies give you not only a managed SDK but;
full /game/ source... a wiki... a mailing list... a forum... respond to
inquiries for help and maintain regular communication with the populace...
debug engine crashes under
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Thanks for the the help guys, it really helps to hear what things do in
laymans terms.
However when I start new instance I get the following error and nothing
happens...
The thread 'Win32 Thread' (0x964) has exited with code 0 (0x0).
The
Epic does. ;)
On Jan 15, 2008 12:39 AM, Tony omega Sergi [EMAIL PROTECTED] wrote:
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hmm, and how many other companies give you not only a managed SDK but;
full /game/ source... a wiki... a mailing list... a forum... respond to
inquiries for
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