[hlcoders] Client Crash in GetStudioHdr sometimes.

2006-07-11 Thread jl
Hi, playing my Mod, rarely made a client crash. When i show the .mdmp file, 
always crash at studio_shared.cpp in client.dll in this function:

const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
{
return modelinfo->FindModel( this->cache );
}

This is the call:

>   client.dll!virtualgroup_t::GetStudioHdr()  Line 28 + 0x6C++
client.dll!studiohdr_t::pSeqdesc(int i=1023)  Line 459  C++
client.dll!C_BaseAnimating::DoAnimationEvents()  Line 2498 + 0xe
C++
client.dll!C_BaseAnimatingOverlay::DoAnimationEvents()  Line 417
C++
client.dll!C_BaseAnimating::Simulate()  Line 3688   C++
client.dll!C_BasePlayer::Simulate()  Line 1377 + 0x7C++
client.dll!SimulateEntities()  Line 1086 + 0xa  C++
client.dll!OnRenderStart()  Line 1210   C++
client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t curStage=)  
Line 1263 C++

Can you help me?. Thanks in advance

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[hlcoders] Using BuildTransformations (image inside)

2006-06-13 Thread jl
Hi everybody. I'm using BuildTransformations to get bone control using code 
from any model.

No problem to modify the matrix from any bone into the actual sequence, but i 
want to mix bone positions from two different sequences in my animations only 
with code (without pose parameters or overlayed sequences).

My question is:

How can i access to bone matrix from a different sequence in 
BuildTransformations() function to use it on the actual sequence?. (or how can 
i pass the quaternion and position variables from a different sequence to put 
it in a specific bone of the actual sequence).

For example, this image (bones from lower body in idle sequence and bones from 
upper body in run_all sequence from combine model):

http://img153.imageshack.us/my.php?image=buildtransformations8wf.jpg


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[hlcoders] Own coded animations

2006-06-12 Thread jl
Hi, everyboy. I have a little question about "hack" animations included in the 
model with code.

For example, some animation is walking with preconfigured walk in ACT_WALK, but 
i want to raise his arm always to a certain position instead the normal 
animation position.

I want him to catch an object although the model is walking or running, for 
example, and let his/her hand to move to the desired position using code 
instead animation.

How can i do this?. It's possible?.  What's the better way to do this?.

Thanks.


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[hlcoders] Who controls the gravity?

2006-06-09 Thread jl
Hi everybody.

I know if you make a monster with Movetype_Step, you add gravity to him, but...

what's really the funcion who control the gravity in the base class?. What type 
of funcion modify the Velocity from my monster and generates gravity in the Z 
direction?

Thanks.

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[hlcoders] Dog model problem in HL2DM SDK.

2006-06-06 Thread jl
Hi everybody. We're working on getting the dog model into our mod, but we have 
a problem with it in HL2DM SDK.

The problem is the next:

When player is looking at Dog, nothing happens, stay ok, but if the player 
raise the view, Dog disappear and we only see the ropes attached. Is like the 
engine only render the ropes from Dog Model.

When we center look in Dog, it renders ok and appears in the screen.

What happens? Any idea why this happens?.

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[hlcoders] IServerVehicle help!!

2005-01-09 Thread jl
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Hi to all. I have a few questions about using the IServerVehicle Interface in a 
entity (CBaseAnimating, for example). 1. Always need a "entry" sequence into 
the model??. HL2 crashes when try to find it. 2. Someone knows the guidelines 
to implement it and how it works??. I made a entity with this interface, but 
doesn't work good when player enter in vehicle (crash when you USE the entity). 
Please, some basic knowledge with this interface will be helpful, thanks a lot 
(Valve?, Jeffrey bottman?). Thanks.
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[hlcoders] vehicle_driver_eyes in Strider. Shake!!

2004-12-16 Thread jl
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First, my english no good.

Hi, i'm making a drivable strider using the npc_strider code. (i know is better 
to create a entire new class to make it). I have the next problem:

I set the player view to vehicle_driver_eyes attachment of the strider.

Ok, it works, but the player view shake.

I see Think time in Strider is set to gpGlobals->curtime+0.1. This is the 
problem.

If i set the Think function to gpGlobals->curtime works!!. But Strider don't 
walk. Problems with navigation paths.

How i can make the player view don't shake when i set the player view to the 
vehicle_driver_eyes attachment in Strider???.

Strider movement is softly, but SDK only returns me vehicle_driver_eyes 
position every gpGlobals->curtime+0.1, although i refresh view player position 
to a timer variable with gpGlobals->curtime set. shake view always!!.

Any idea? Thanks a lot and sorry for my english.
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