--
[ 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, 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
> >>
> >>
> > --
> >
> > _______________________________________________
> > 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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