RE: [hlcoders] Player animations & GetSequenceLinearMotion console warnings

2007-02-08 Thread Richard
If I do that, that's when the console warnings occur.
Thanks,

R.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias 
Kammersgaard
Sent: 07 February 2007 00:04
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Player animations & GetSequenceLinearMotion console 
warnings

--
[ Picked text/plain from multipart/alternative ]
You have to extract combine_soldier_anims.mdl, Police_animations.mdl &
Police_ss.mdl as far as I know. That's the only thing I can think of.

/ProZak

On 07/02/07, Nick <[EMAIL PROTECTED]> wrote:
>
> I don't know the exact answer to this problem sorry.
>
> On 2/6/07, Richard <[EMAIL PROTECTED]> wrote:
> > I asked a stupid question, or no-one knows?
> > Cheers,
> >
> > R
> >
> > Richard wrote:
> > > Hi,
> > >
> > > In order to get player animations working I extracted the models
> > > directory from the HL2DM GCF, as without this none of them seemed to
> > > work, my players just moved around with their arms out-stretched.
> > >
> > > Firstly, was this the correct way to get the player animations
> working?
> > >
> > > Secondly, in the console I get a bunch of messages that state:
> > >
> > > "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for
> > > model 'Combine_Soldier.mdl'!"
> > > or
> > > "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for
> model
> > > 'Combine_Soldier.mdl'!"
> > >
> > > Does this have something to do with missing animation sequences? How
> do
> > > I find out which ones are causing this to get rid of this message?
> > > My mod was based on the HL2MP sdk.
> > > Thanks!
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > ___
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> please visit:
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> >
> >
>
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Re: [hlcoders] Player animations & GetSequenceLinearMotion console warnings

2007-02-06 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
You have to extract combine_soldier_anims.mdl, Police_animations.mdl &
Police_ss.mdl as far as I know. That's the only thing I can think of.

/ProZak

On 07/02/07, Nick <[EMAIL PROTECTED]> wrote:
>
> I don't know the exact answer to this problem sorry.
>
> On 2/6/07, Richard <[EMAIL PROTECTED]> wrote:
> > I asked a stupid question, or no-one knows?
> > Cheers,
> >
> > R
> >
> > Richard wrote:
> > > Hi,
> > >
> > > In order to get player animations working I extracted the models
> > > directory from the HL2DM GCF, as without this none of them seemed to
> > > work, my players just moved around with their arms out-stretched.
> > >
> > > Firstly, was this the correct way to get the player animations
> working?
> > >
> > > Secondly, in the console I get a bunch of messages that state:
> > >
> > > "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for
> > > model 'Combine_Soldier.mdl'!"
> > > or
> > > "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for
> model
> > > 'Combine_Soldier.mdl'!"
> > >
> > > Does this have something to do with missing animation sequences? How
> do
> > > I find out which ones are causing this to get rid of this message?
> > > My mod was based on the HL2MP sdk.
> > > Thanks!
> > >
> > >
> > > ___
> > > 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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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] Player animations & GetSequenceLinearMotion console warnings

2007-02-06 Thread Nick

I don't know the exact answer to this problem sorry.

On 2/6/07, Richard <[EMAIL PROTECTED]> wrote:

I asked a stupid question, or no-one knows?
Cheers,

R

Richard wrote:
> Hi,
>
> In order to get player animations working I extracted the models
> directory from the HL2DM GCF, as without this none of them seemed to
> work, my players just moved around with their arms out-stretched.
>
> Firstly, was this the correct way to get the player animations working?
>
> Secondly, in the console I get a bunch of messages that state:
>
> "Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for
> model 'Combine_Soldier.mdl'!"
> or
> "Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for model
> 'Combine_Soldier.mdl'!"
>
> Does this have something to do with missing animation sequences? How do
> I find out which ones are causing this to get rid of this message?
> My mod was based on the HL2MP sdk.
> Thanks!
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] Player animations & GetSequenceLinearMotion console warnings

2007-02-06 Thread Richard

I asked a stupid question, or no-one knows?
Cheers,

R

Richard wrote:

Hi,

In order to get player animations working I extracted the models
directory from the HL2DM GCF, as without this none of them seemed to
work, my players just moved around with their arms out-stretched.

Firstly, was this the correct way to get the player animations working?

Secondly, in the console I get a bunch of messages that state:

"Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for
model 'Combine_Soldier.mdl'!"
or
"Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for model
'Combine_Soldier.mdl'!"

Does this have something to do with missing animation sequences? How do
I find out which ones are causing this to get rid of this message?
My mod was based on the HL2MP sdk.
Thanks!


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[hlcoders] Player animations & GetSequenceLinearMotion console warnings

2007-02-05 Thread Richard

Hi,

In order to get player animations working I extracted the models
directory from the HL2DM GCF, as without this none of them seemed to
work, my players just moved around with their arms out-stretched.

Firstly, was this the correct way to get the player animations working?

Secondly, in the console I get a bunch of messages that state:

"Bad sequence (2047 out of 106 max) in GetSequenceLinearMotion() for
model 'Combine_Soldier.mdl'!"
or
"Bad sequence (-1 out of 106 max) in GetSequenceLinearMotion() for model
'Combine_Soldier.mdl'!"

Does this have something to do with missing animation sequences? How do
I find out which ones are causing this to get rid of this message?
My mod was based on the HL2MP sdk.
Thanks!


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Re: [hlcoders] Player Animations

2004-12-19 Thread Phil Bowens
This is as far as I have gotten (before getting sidetracked), as well.
I posted to this list a couple weeks ago describing this exact problem
(there is a screenshot there showing your initial problem before this
recent finding .. if you want to dig through your history or the
archives).

Valve-- is there any timeframe when  documentation regarding the
animation layers will be posted? If this is a trivial feature, any
pointers as to what we're missing? I understand there are more
important things than SDK documentation but even a brief insight into
what should be attempted would help us a long way. =)


On Thu, 16 Dec 2004 17:31:23 -0600, Matthew Lewis <[EMAIL PROTECTED]> wrote:
> Just a follow up listing what I've learned. It seems that the problem lies 
> with the call
> to UpdateAimSequenceLayers(). Everything works so long as the upper animation 
> is doing
> the same thing as the lower animation. For example, if the lower activity is 
> set to
> ACT_RUN and the upper sequence is set to 'run_holding_all', then everything 
> works as
> expected. However, if the lower activity is set to ACT_RUN and the upper is 
> set to
> 'shoot_smg1', then the lower animation goes into the ragdoll mode and drags 
> the legs
> across the floor. So it would seem that there is no way to combine a run 
> animation with
> a shoot sequence since the shoot sequence is based on the model standing 
> still rather
> than running. The same goes for trying to play a reload animation while 
> walking or
> running. Is there is way to make the models work like they did in HL1 where 
> the upper
> and lower animations were essentially indepedently settable, or do you just 
> not play
> shoot and reload animations while moving?
>
> *
> Well I tried the suggestions given by the Wavelength site, but as it
> turns out, I had already made most of  the recommended changes already,
> except for blocking the rendering of the viewmodel in third person mode.
>
> After fighting with the problem some more, I finally got the the upper
> body to render the correct animation, but despite my best efforts, the
> lower body still refuses to accept the ACT_WALK animation. The lower
> body is  stuck in the ragdoll mode and just drags the legs and feet
> across the floor during  movement. I have also tried to brute force an
> animation sequence onto the model by altering the "void
> CBasePlayerAnimState::ComputeMainSequence()" such that it always selects
> ACT_WALK as the ideal activity and selects "run_all" as the
> 'animDesired'. It still refuses to accept the lower body animation. I'm
> out of ideas. Any thoughts?
> **
>
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> visit:
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--
Phil Bowens

He who is the greatest of warriors overcomes and subdues himself.

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[hlcoders] Player Animations

2004-12-16 Thread Matthew Lewis
Just a follow up listing what I've learned. It seems that the problem lies with 
the call
to UpdateAimSequenceLayers(). Everything works so long as the upper animation 
is doing
the same thing as the lower animation. For example, if the lower activity is 
set to
ACT_RUN and the upper sequence is set to 'run_holding_all', then everything 
works as
expected. However, if the lower activity is set to ACT_RUN and the upper is set 
to
'shoot_smg1', then the lower animation goes into the ragdoll mode and drags the 
legs
across the floor. So it would seem that there is no way to combine a run 
animation with
a shoot sequence since the shoot sequence is based on the model standing still 
rather
than running. The same goes for trying to play a reload animation while walking 
or
running. Is there is way to make the models work like they did in HL1 where the 
upper
and lower animations were essentially indepedently settable, or do you just not 
play
shoot and reload animations while moving?
*
Well I tried the suggestions given by the Wavelength site, but as it
turns out, I had already made most of  the recommended changes already,
except for blocking the rendering of the viewmodel in third person mode.
After fighting with the problem some more, I finally got the the upper
body to render the correct animation, but despite my best efforts, the
lower body still refuses to accept the ACT_WALK animation. The lower
body is  stuck in the ragdoll mode and just drags the legs and feet
across the floor during  movement. I have also tried to brute force an
animation sequence onto the model by altering the "void
CBasePlayerAnimState::ComputeMainSequence()" such that it always selects
ACT_WALK as the ideal activity and selects "run_all" as the
'animDesired'. It still refuses to accept the lower body animation. I'm
out of ideas. Any thoughts?
**
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[hlcoders] Player Animations

2004-12-16 Thread Matthew Lewis
Well I tried the suggestions given by the Wavelength site, but as it
turns out, I had already made most of  the recommended changes already,
except for blocking the rendering of the viewmodel in third person mode.
After fighting with the problem some more, I finally got the the upper
body to render the correct animation, but despite my best efforts, the
lower body still refuses to accept the ACT_WALK animation. The lower
body is  stuck in the ragdoll mode and just drags the legs and feet
across the floor during  movement. I have also tried to brute force an
animation sequence onto the model by altering the "void
CBasePlayerAnimState::ComputeMainSequence()" such that it always selects
ACT_WALK as the ideal activity and selects "run_all" as the
'animDesired'. It still refuses to accept the lower body animation. I'm
out of ideas. Any thoughts?
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RE: [hlcoders] Player Animations

2004-12-16 Thread Jay Stelly
The thirdperson view uses a set of cvars for the relative position.

Set cam_idealyaw 0 to get it behind the model.  It's probably set to 90
(default) which is the sideways view you mention.

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Matthew Lewis
> Sent: Thursday, December 16, 2004 8:39 AM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Player Animations
>
> I tried switching the view mode to thirdperson and discovered
> that the player animations are stuck in the 'scarcrow'
> reference pose. Also, I noticed that the third person view is
> positioned to look sideways to the player rather than from
> behind. My questions are:
>
> * Is anyone else seeing this? (Maybe I changed something I
> shouldn't have)
>
> * What's the magic to get the upper body animation to play a
> sequence (like shooting) while the lower body continues to
> run/walk/idle. Right now, if you set an upper body sequence
> (such as ACT_RANGE_ATTACK_SMG1), it competes with the lower
> activity (ACT_RUN_RIFLE) causing severe jittering.
>
> * I also noticed that the player animation doesn't adapt to
> moving sideways or backwards like it does in the model
> viewer. What needs to be done to fix this?
>
> I think my problem is that I don't fully understand what's
> the distinction between an 'activity' versus a 'sequence' and
> how the two get merged together. Could someone offer some
> insight to this?
>
> Thanks.
>
>
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> archives, please visit:
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RE: [hlcoders] Player Animations

2004-12-16 Thread Tony \"omega\" Sergi
http://forums.thewavelength.net/index.php?showtopic=11025

-Original Message-
From: Matthew Lewis [mailto:[EMAIL PROTECTED]
Sent: December 16, 2004 11:39 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Player Animations

I tried switching the view mode to thirdperson and discovered that the
player animations are stuck in the 'scarcrow' reference pose. Also, I
noticed that the third person view is positioned to look sideways to the
player rather than from behind. My questions are:

* Is anyone else seeing this? (Maybe I changed something I shouldn't have)

* What's the magic to get the upper body animation to play a sequence
(like shooting) while the lower body continues to run/walk/idle. Right
now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1),
it competes with the lower activity (ACT_RUN_RIFLE) causing severe
jittering.

* I also noticed that the player animation doesn't adapt to moving
sideways or backwards like it does in the model viewer. What needs to be
done to fix this?

I think my problem is that I don't fully understand what's the
distinction between an 'activity' versus a 'sequence' and how the two
get merged together. Could someone offer some insight to this?

Thanks.

---
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[hlcoders] Player Animations

2004-12-16 Thread Matthew Lewis
I tried switching the view mode to thirdperson and discovered that the
player animations are stuck in the 'scarcrow' reference pose. Also, I
noticed that the third person view is positioned to look sideways to the
player rather than from behind. My questions are:
* Is anyone else seeing this? (Maybe I changed something I shouldn't have)
* What's the magic to get the upper body animation to play a sequence
(like shooting) while the lower body continues to run/walk/idle. Right
now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1),
it competes with the lower activity (ACT_RUN_RIFLE) causing severe
jittering.
* I also noticed that the player animation doesn't adapt to moving
sideways or backwards like it does in the model viewer. What needs to be
done to fix this?
I think my problem is that I don't fully understand what's the
distinction between an 'activity' versus a 'sequence' and how the two
get merged together. Could someone offer some insight to this?
Thanks.
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Re: [hlcoders] Player Animations

2004-12-16 Thread Hasan Aljudy
AFAIK, The player in single-player mode has no model.


On Thu, 16 Dec 2004 10:39:12 -0600, Matthew Lewis <[EMAIL PROTECTED]> wrote:
> I tried switching the view mode to thirdperson and discovered that the
> player animations are stuck in the 'scarcrow' reference pose. Also, I
> noticed that the third person view is positioned to look sideways to the
> player rather than from behind. My questions are:
>
> * Is anyone else seeing this? (Maybe I changed something I shouldn't have)
>
> * What's the magic to get the upper body animation to play a sequence
> (like shooting) while the lower body continues to run/walk/idle. Right
> now, if you set an upper body sequence (such as ACT_RANGE_ATTACK_SMG1),
> it competes with the lower activity (ACT_RUN_RIFLE) causing severe
> jittering.
>
> * I also noticed that the player animation doesn't adapt to moving
> sideways or backwards like it does in the model viewer. What needs to be
> done to fix this?
>
> I think my problem is that I don't fully understand what's the
> distinction between an 'activity' versus a 'sequence' and how the two
> get merged together. Could someone offer some insight to this?
>
> Thanks.
>
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> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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