Ho ho ho ho ho...
I'm stuck here working. :-(
� wrote:
I guess it's a bit early at your side, but I wish you all a Merry Christmas
and Happy Holidays!
julian
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I can see where you're coming from, but using precalculated IK does mean
that the animators don't have to do as much work, and it does also mean
that many different hand and weapon model combinations can be used
together without trouble. As well, it allows the adding of other stuff
which would be
I have quite a radical (probably overblown) idea for a way to handle
weapons, weapon animations, etc. for a more weapon-based game than CS:S
(something more akin to Raven Shield).
Instead of each weapon model having some hands in it, and all the
animations based around this, why not have each
With regards to the weapons used in Counter-Strike: Source, where did
you guys at Valve get the schematics and information?
I've had a quick Google, and all I can find is piecemeal.
Alfred?
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the finger bones) - I can't see how cutting out the
fingers would greatly affect the appearance. Another thing which could
be done is to cache the IK calculations for a specified set of arms with
a specified weapon when a combination of the two is first used.
Jeffrey botman Broome wrote:
DrBob
Of DrBob
Sent: 16 December 2005 18:18
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New weapons system
I have quite a radical (probably overblown) idea for a way to handle
weapons, weapon animations, etc. for a more weapon-based game than CS:S
(something more akin to Raven Shield
wrote:
Well you'd have a set of animations for each type of gun, sure it would
require more work on the part of the animators but it'd probably look
better.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DrBob
Sent: 16 December 2005 19:10
To: hlcoders
Have you run through the execution chain that leads from
RecvProxy_FloatToFloat to C_SDKPlayer::UpdateClientSideAnimation()?
Matthew Lewis wrote:
This is an old problem that I've never been able to fully fix. The
problem is that that when you watch a another player look up and down,
the model
tried disabling the interpolation, but the corruption continues.
DrBob Wrote:
Have you run through the execution chain that leads from
RecvProxy_FloatToFloat to C_SDKPlayer::UpdateClientSideAnimation()?
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I would think that it would be useful to find the definition of the
LINK_ENTITY_TO_CLASS macro, and look through its code. That might help. :-)
LDuke wrote:
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If an entity and class are linked using LINK_ENTITY_TO_CLASS(EntityName,
ClassName ),
For it to drop you into the actual source, you need to make sure you've
got debug symbols on (or something like that) - information generated at
compile time which maps assembly to C++ source. ;-)
Adam amckern Mckern wrote:
Ok thanks, i have always been runing around in relase
mode - when i do
If there was a big menu item in every game labelled Report bug, it
wouldn't instill much confidence in players, would it? :-P
Dan Stevens (IAmAI) wrote:
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I thought that bug report system is only available in Counter-Strike Source?
Even if it is
Well, DoD:S is new, isn't it, so there are bound to be more bugs in it
than the other games. :-P
Andrew Timson wrote:
On 10/30/05, DrBob [EMAIL PROTECTED] wrote:
If there was a big menu item in every game labelled Report bug, it
wouldn't instill much confidence in players, would it? :-P
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Makes me wonder where it gets the information for the numbering of the nodes -
when you play one, it says (for example) that it's message 5 of 14.
Benjamin Davison wrote:
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What a concidence :D I was just
Are you sure the specified file does actually exist, and is readable?
Spektre wrote:
So that Steam update just broke my mod, and I know I'm not the only one,
several others concurred.
It's giving a Can't find [modname]/gameinfo.txt error when the mod
is run.
Talia
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