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How do I do that? I'm sorry because I do not have much experience with C++
codes, much less the source codes.
On 1/3/08, Maarten De Meyer [EMAIL PROTECTED] wrote:
Off the top of my head ( don't have the codebase here at work ), you
should decrease the values rather than increase them, since these are the
values used to compare against the actual players' speed, which is
calculated elsewhere. However, if you say nothing's changed maybe your
problem is elsewhere; if you increase them e.g. with a factor 2 I'd have
expected the move_x to be 0.12 rather than 0.24. Still, you should debug
your code and see why move_x is at 0.24; it's your main problem.
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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 ]
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// 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
$sequence Run {
a_RunNW a_RunN a_RunNE
a_RunW a_RunZero a_RunE
a_RunSW a_RunS a_RunSE
blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
ACT_RUN 1
{ event 7002 15 lfoot }
{ event 7002 4 rfoot }
}
this is my .qc file. The blend is followed from the player_shared.qc
On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:
At full forward you'd want your weight of the forward anim to be 1.0
.
It's
not the weightlist, those modulate the weight per bone afterwards,
the
problem here is sooner.
It's related to eg
blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
in your qc. The next step in your debugging is seeing why the weight
of
the anim is 0.24. You should look at the move_x pose parameter.
Similarly,
you want it to be 1.0 when running forward. If it is at 1.0, then
that
means you should look at your .qc values and you're doing something
wrong
there. If it is not at 1.0, which I expect (it's probably at 0.24
itself),
then you should indeed look at your runspeeds and how the move_x
poseparam
is computed. Either modify your move speed, or modify the
calculation
of
the move_x parameter so it reflects what you want.
hth,
-- Maarten
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when i press W run forward, the weight is 0.24, so i guess thats
where
the
problem lies? how do i change the weights?
On 12/26/07, Minh [EMAIL PROTECTED] wrote:
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$weightlist in the .qc file has little to do with your problem
right
now..
You're