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