--
[ 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"
> >> >> >> 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://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >> >>
> >> >> >>
> >> >> > --
> >> >> >
> >> >> > _______________________________________________
> >> >> > To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> >> > please visit:
> >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >> >
> >> >> >
> >> >> >
> >> >>
> >> >>
> >> >>
> >> >> _______________________________________________
> >> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>
> >> > --
> >> >
> >> > _______________________________________________
> >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >>
> >> --
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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