Open the sample citizen model and scrub the animation slider. That's how
you do it. :-)
Jake Breen wrote:
Okay so I was following
http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set
And thats the only thing I can find about facial flexes. So what do I do
next?
Hi,
This morning, launching my mod (which was working yesterday), I discovered
this Engine Error panel :
MountFileSystem( 312 ) failed:
SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5:
No Steam Content Servers are available
Is it really only due to No Steam Content
Can anyone think of examples of Alyx quality facially rigged custom
characters? Is it attainable only having the citizen model to work from?
On Tue, Mar 25, 2008 at 9:29 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
Open the sample citizen model and scrub the animation slider. That's how
you do it.
I've rigged a few custom character models with facial animation and
it's not actually that hard to be honest.
The quality comes from how good your morphs are, how many you have
and rig then. I have a gut feeling Alyx uses more than the default
shapekey set but all the models I've made use the
Having a problem with hitgroups. Although I didn't change any code (ep 1
sdk) all traces done ingame on my custom player models return
HITGROUP_GENERIC. This is .qc file of one of the models:
http://pastebin.com/m3e258062
I tried ray-tracing model as well as direct collisions with Touch
I found it is due to the fact I'm trying to mount content of HL2MP using:
filesystem-MountSteamContent(320);
Is there something explaining this problem in new update from SourceSDK ?
[EMAIL PROTECTED]
2008/3/25, Janek [EMAIL PROTECTED]:
Hi,
This morning, launching my mod (which was
Good to know, nice one Jed.
On Tue, Mar 25, 2008 at 12:13 PM, Jed [EMAIL PROTECTED] wrote:
I've rigged a few custom character models with facial animation and
it's not actually that hard to be honest.
The quality comes from how good your morphs are, how many you have
and rig then. I have a
Mike,
filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error
:
MountFileSystem( 312 ) failed:
SteamMountFileSystemSystem(296,312,0xfebc74=,0xfebd74) failed with error 5:
No Steam Content Servers are available
If I remove my line : filesystem-MountFileSystem(320) it is
Are you compiling Debug? If so, this happens. You need to compile
release to mount content, its a known bug.
Janek wrote:
Mike,
filesystem-MountFileSystem(SteamAppID) is broken. It caused an engine error
:
MountFileSystem( 312 ) failed:
#include filesystem.h
class CGCFMount : CAutoGameSystem
{
public:
bool Init()
{
filesystem-AddSearchPath( cstrike, GAME );
filesystem-MountSteamContent( 240 );
return true;
}
};
CGCFMount gGcfMount;
Works for me after the update, my mod is based on 218.
On
is your mod still ep1?
On Tue, Mar 25, 2008 at 9:56 AM, Janek [EMAIL PROTECTED] wrote:
I found it is due to the fact I'm trying to mount content of HL2MP using:
filesystem-MountSteamContent(320);
Is there something explaining this problem in new update from SourceSDK ?
[EMAIL PROTECTED]
I think I may have run into an incompatibility between RecvPropEHandle()
and RECVINFO_ARRAY().
This code:
RecvPropArray( RecvPropEHandle( RECVINFO_ARRAY(m_Inventory) ),
m_Inventory )
Produces this error:
error C2664: 'RecvPropEHandle' : cannot convert parameter 4 from
'unsigned int'
Yes my mod is still ep1 coz I'm based on hl2mp.
2008/3/25, Tony omega Sergi [EMAIL PROTECTED]:
is your mod still ep1?
On Tue, Mar 25, 2008 at 9:56 AM, Janek [EMAIL PROTECTED] wrote:
I found it is due to the fact I'm trying to mount content of HL2MP
using:
Facial setups for custom characters is completely attainable. I worked
through the process in XSI and had pretty good results. The steps are
outlined in the Valve Wiki here:
http://developer.valvesoftware.com/wiki/Character_Setup_Overview#Export_a_.smd_File
.
The main problem I had was that after
Sure I mean in Release. Things which drives me to this problem was that it
was working in debug mod but not in release due to the fact mountfilesystem
is not used in debug mod.
I use #ifndef DEBUG blabla #endif
2008/3/25, Tom Leighton [EMAIL PROTECTED]:
Are you compiling Debug? If so, this
My mod is based on ep1 (215). Maybe it is only broken in ep1 but is still ok
for Orange box engine.
2008/3/25, Janek [EMAIL PROTECTED]:
Yes my mod is still ep1 coz I'm based on hl2mp.
2008/3/25, Tony omega Sergi [EMAIL PROTECTED]:
is your mod still ep1?
On Tue, Mar 25, 2008 at 9:56
Hey all,
I want to adjust in_main.cpp to allow me to adjust roll along with pitch and
yaw, else my user is going to get motion sick when the view doesn't roll
with his head. Is there precedent for this?
/Chilv
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hello!
I am working on SP mod with cooperative solution.
I need to realize a playing process with switching between characters
how can I do this, or maybe this already realize in orange box code?
if yes, I will waiting...
another question: in orange box code is supported for vs2003, or I need
Press Z or R twice.
Somebody had to say it
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy
Chilvers
Sent: Tuesday, March 25, 2008 11:19 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Do a barrel roll!
Hey all,
I want to adjust
Well I kinda remember Cannonfodder's tutorial and he had it multiple
meshes, of the exact same mesh in the same scene and then used morpher
and applied the facial expressions to it. Then deleted the heads. But
I'm so lost after that.
Ben Mears wrote:
Facial setups for custom characters is
You need to use Visual Studio 2005 (You can use the express versions
available here:)
http://www.microsoft.com/express/2005/
Yred box wrote:
hello!
I am working on SP mod with cooperative solution.
I need to realize a playing process with switching between characters
how can I do this, or
ugh, never mind my bloody max file has become corrupt. I'd have to do
all 34 all over again, which took me 3 hours last night. and i'm too
tired atm.
Jake Breen wrote:
Well I kinda remember Cannonfodder's tutorial and he had it multiple
meshes, of the exact same mesh in the same scene and
Cannonfodders guide is a good guide but makes things over complex.
You can simply set-up your animation as 34 frames and for each morph
target it set it to 100% for it own frame. i.e.
shapekey 0 - frame 0 - 100%
shapekey 1 - frame 1 - 100%
...
shapekey n - frame n - 100%
Be aware though that
Can I just skip the morpher step, and simply make a 34 blend animation
and create the flexes using a single head?
Jed wrote:
Cannonfodders guide is a good guide but makes things over complex.
You can simply set-up your animation as 34 frames and for each morph
target it set it to 100% for it
Thanks, worked perfectly.
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