Re: [hlcoders] Thirdperson Crashing

2008-01-22 Thread Tom Leighton

Also have you fixed the model animations (Mounting the HL2DM content
and/or copying the model files into your folder?


Christopher Harris wrote:

What was the old model? Scratch SDK and HL2MP sdk use different animation
systems so maybe trying to use a model that was not setup to support those
animation types would cause the crash.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jamie Lea
Sent: Tuesday, January 22, 2008 3:55 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Thirdperson Crashing

--
[ Picked text/plain from multipart/alternative ]
Hey there,
I have just followed these tutorials on the wavelength on adding thirdperson
camera translucency to a "from scratch" SDK build.

http://articles.thewavelength.net/645/
http://articles.thewavelength.net/699/

It works great, now the problem is that when I do something too intensive
such as firing a weapon for more than 1 second or opening the console and
typing something long the game just crashes.

I had a look in the debugger and it said something to do with the bone
setup. So I replaced the model with something else, namely a Terrorist model
from Counter-Strike and the problem ceases, although I can't see any
animations.

Does anyone have any ideas?
--

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RE: [hlcoders] Thirdperson Crashing

2008-01-22 Thread Christopher Harris
What was the old model? Scratch SDK and HL2MP sdk use different animation
systems so maybe trying to use a model that was not setup to support those
animation types would cause the crash.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jamie Lea
Sent: Tuesday, January 22, 2008 3:55 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Thirdperson Crashing

--
[ Picked text/plain from multipart/alternative ]
Hey there,
I have just followed these tutorials on the wavelength on adding thirdperson
camera translucency to a "from scratch" SDK build.

http://articles.thewavelength.net/645/
http://articles.thewavelength.net/699/

It works great, now the problem is that when I do something too intensive
such as firing a weapon for more than 1 second or opening the console and
typing something long the game just crashes.

I had a look in the debugger and it said something to do with the bone
setup. So I replaced the model with something else, namely a Terrorist model
from Counter-Strike and the problem ceases, although I can't see any
animations.

Does anyone have any ideas?
--

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[hlcoders] Thirdperson Crashing

2008-01-22 Thread Jamie Lea
--
[ Picked text/plain from multipart/alternative ]
Hey there,
I have just followed these tutorials on the wavelength on adding thirdperson
camera translucency to a "from scratch" SDK build.

http://articles.thewavelength.net/645/
http://articles.thewavelength.net/699/

It works great, now the problem is that when I do something too intensive
such as firing a weapon for more than 1 second or opening the console and
typing something long the game just crashes.

I had a look in the debugger and it said something to do with the bone
setup. So I replaced the model with something else, namely a Terrorist model
from Counter-Strike and the problem ceases, although I can't see any
animations.

Does anyone have any ideas?
--

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[hlcoders] Thirdperson

2006-03-28 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
I was looking over CHL2MP_Player & I saw that there was a function *
SetAnimation* defined...
This function is serverside only and CBasePlayer defines it but doesn't do
anything inside.
Would this possibly be the cure for the thirdperson issue everyone has been
having if it was predicted on the client?

--
ts2do
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[hlcoders] Thirdperson HL2mp

2006-03-28 Thread Tim Lippert
I'm getting the same error in the console and we dont even use third person.
Bad pstudiohdr in GetSequenceLinearMotion()!

It actually appears 2 times when it does appear, and I don't know what it is. 
The funny thing is that I'm not even seeing anything wierd about the models 
animations at all.



Im trying to get animations to work in Thirdperson for HL2MP. I have gotten
it to goto a third person view
and it shows the current player model. but it is with its arms out, and not
moving.

When I begin moving, in thirdperson I get this error in the console


Bad pstudiohdr in GetSequenceLinearMotion()!

Do you know where this code is? Or how I might go about adding these
animations in?

Thanks.

-Kramer
--


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[hlcoders] Thirdperson HL2mp

2006-03-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Im trying to get animations to work in Thirdperson for HL2MP. I have gotten
it to goto a third person view
and it shows the current player model. but it is with its arms out, and not
moving.

When I begin moving, in thirdperson I get this error in the console


Bad pstudiohdr in GetSequenceLinearMotion()!

Do you know where this code is? Or how I might go about adding these
animations in?

Thanks.

-Kramer
--

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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
A few people have recently asked me how I got it working, so I think I
will be posting the solution on a thread that I started on Wavelength.
 [http://forums.thewavelength.net/index.php?showtopic=11315]  Check
there within a few days.  It should be up by Friday night.


On Wed, 2 Feb 2005 19:20:39 -0600,  Childe Roland
<[EMAIL PROTECTED]> wrote:
> Got it working, if anyone needs advice, email me.
>
>
> On Wed, 2 Feb 2005 18:49:39 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> > I think you want GetVehicleEyeOffest or something similar.
> >
> > Then adjust the players offset bases on that?
> > Not looking at the code right now but in a few I will look at it...
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> > - Original Message -
> > From: " Childe Roland" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, February 02, 2005 6:25 PM
> > Subject: Re: [hlcoders] ThirdPerson View in Vehicle
> >
> > >I found the following section of code:
> > > =
> > > void CPropJeep::GetCannonAim( Vector *resultDir )
> > > {
> > > Vector muzzleOrigin;
> > > QAngle muzzleAngles;
> > > GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles );
> > > AngleVectors( muzzleAngles, resultDir );
> > > }
> > > =
> > > Does anyone know how the "gun_ref" attachment works?
> > > Is it looking at the player's gun's direction?  If so, why, there
> > > isn't supposed to even be a gun while in the vehicle??  I do have one
> > > showing up, so if anyone knows how to get rid of it, I would
> > > appreciate it.
> > >
> > > --
> > > =
> > >  Childe Roland
> > > "I will show you fear in a handful of jellybeans."
> > >
> > > ___
> > > 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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> >
> >
>
> --
> =
>  Childe Roland
> "I will show you fear in a handful of jellybeans."
>


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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
Got it working, if anyone needs advice, email me.


On Wed, 2 Feb 2005 18:49:39 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> I think you want GetVehicleEyeOffest or something similar.
>
> Then adjust the players offset bases on that?
> Not looking at the code right now but in a few I will look at it...
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> - Original Message -
> From: " Childe Roland" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, February 02, 2005 6:25 PM
> Subject: Re: [hlcoders] ThirdPerson View in Vehicle
>
> >I found the following section of code:
> > =
> > void CPropJeep::GetCannonAim( Vector *resultDir )
> > {
> > Vector muzzleOrigin;
> > QAngle muzzleAngles;
> > GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles );
> > AngleVectors( muzzleAngles, resultDir );
> > }
> > =
> > Does anyone know how the "gun_ref" attachment works?
> > Is it looking at the player's gun's direction?  If so, why, there
> > isn't supposed to even be a gun while in the vehicle??  I do have one
> > showing up, so if anyone knows how to get rid of it, I would
> > appreciate it.
> >
> > --
> > =
> >  Childe Roland
> > "I will show you fear in a handful of jellybeans."
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
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> visit:
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>


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 Childe Roland
"I will show you fear in a handful of jellybeans."

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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
Yeah, i see that now, thanks for the reply Botman.

Anybody got any ideas on how to lock the thirdperson camera with the
rotation of the vehicle?


On Wed, 02 Feb 2005 17:41:54 -0600, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:
>  Childe Roland wrote:
> > I found the following section of code:
> > =
> > void CPropJeep::GetCannonAim( Vector *resultDir )
> > {
> >   Vector  muzzleOrigin;
> >   QAngle  muzzleAngles;
> >   GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, 
> > muzzleAngles );
> >   AngleVectors( muzzleAngles, resultDir );
> > }
> > =
> > Does anyone know how the "gun_ref" attachment works?
>
> My guess is that "gun_ref" is an attachment point on the weapon that is
> attached to the vehicle.  I'm guessing GetAttachment() takes the
> location and rotation of a bone (named "gun_ref") and returns those
> values in 'muzzleOrigin' (the location) and 'muzzleAngles' (the
> rotation).  It then converts the muzzle angles to a vector 'resultDir'
> and that gets returned to the caller.
>
> This function basically takes the "gun_ref" bone (the gun that you can
> aim while driving the buggy) and returns a vector indicating which way
> that gun is currently pointing.
>
> --
> Jeffrey "botman" Broome
>
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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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 Childe Roland
"I will show you fear in a handful of jellybeans."

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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread r00t 3:16
I think you want GetVehicleEyeOffest or something similar.
Then adjust the players offset bases on that?
Not looking at the code right now but in a few I will look at it...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: " Childe Roland" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 02, 2005 6:25 PM
Subject: Re: [hlcoders] ThirdPerson View in Vehicle

I found the following section of code:
=
void CPropJeep::GetCannonAim( Vector *resultDir )
{
Vector muzzleOrigin;
QAngle muzzleAngles;
GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles );
AngleVectors( muzzleAngles, resultDir );
}
=
Does anyone know how the "gun_ref" attachment works?
Is it looking at the player's gun's direction?  If so, why, there
isn't supposed to even be a gun while in the vehicle??  I do have one
showing up, so if anyone knows how to get rid of it, I would
appreciate it.
--
=
 Childe Roland
"I will show you fear in a handful of jellybeans."
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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Jeffrey \"botman\" Broome
 Childe Roland wrote:
I found the following section of code:
=
void CPropJeep::GetCannonAim( Vector *resultDir )
{
Vector  muzzleOrigin;
QAngle  muzzleAngles;
GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles 
);
AngleVectors( muzzleAngles, resultDir );
}
=
Does anyone know how the "gun_ref" attachment works?
My guess is that "gun_ref" is an attachment point on the weapon that is
attached to the vehicle.  I'm guessing GetAttachment() takes the
location and rotation of a bone (named "gun_ref") and returns those
values in 'muzzleOrigin' (the location) and 'muzzleAngles' (the
rotation).  It then converts the muzzle angles to a vector 'resultDir'
and that gets returned to the caller.
This function basically takes the "gun_ref" bone (the gun that you can
aim while driving the buggy) and returns a vector indicating which way
that gun is currently pointing.
--
Jeffrey "botman" Broome
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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
I think the easiest way to fix this would be to have the camera rotate
with the vehicle turning.  Has anyone tried to do this??


On Wed, 2 Feb 2005 17:25:37 -0600,  Childe Roland
<[EMAIL PROTECTED]> wrote:
> I found the following section of code:
> =
> void CPropJeep::GetCannonAim( Vector *resultDir )
> {
> Vector  muzzleOrigin;
> QAngle  muzzleAngles;
> GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, 
> muzzleAngles );
> AngleVectors( muzzleAngles, resultDir );
> }
> =
> Does anyone know how the "gun_ref" attachment works?
> Is it looking at the player's gun's direction?  If so, why, there
> isn't supposed to even be a gun while in the vehicle??  I do have one
> showing up, so if anyone knows how to get rid of it, I would
> appreciate it.
>
> --
> =
>  Childe Roland
> "I will show you fear in a handful of jellybeans."
>


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=
 Childe Roland
"I will show you fear in a handful of jellybeans."

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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
I found the following section of code:
=
void CPropJeep::GetCannonAim( Vector *resultDir )
{
Vector  muzzleOrigin;
QAngle  muzzleAngles;
GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles 
);
AngleVectors( muzzleAngles, resultDir );
}
=
Does anyone know how the "gun_ref" attachment works?
Is it looking at the player's gun's direction?  If so, why, there
isn't supposed to even be a gun while in the vehicle??  I do have one
showing up, so if anyone knows how to get rid of it, I would
appreciate it.

--
=
 Childe Roland
"I will show you fear in a handful of jellybeans."

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Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread r00t 3:16
Not sure if you read any of the peeking threads I had sent to the list, but
it was basically the same problem.
If you move the ViewOffsetSet on the x,y vector you need to be continuously
updating because the x,y vector can change (z can also but this is used for
hieght)
So if you get into the vehicle while it is facing NORTH it will probably be
correct, if you start to drive around will probably be off..
I had fixed my problem (might not be the best solution but it works) but
Continously Setting the viewoffset every frame so if the player moved they
would still be leaning the correct way.
Hope that makes sense...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: " Childe Roland" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 02, 2005 4:14 PM
Subject: [hlcoders] ThirdPerson View in Vehicle

I edited the Thirdperson code in CAM_Think.  I got it to put the
camera behind and slightly above the player's eyes.  However, whenever
I get into a vehicle it goes back to the default thirdperson view of
looking from the right while the player is facing forward.  I can't
seem to find where this is controlled in the code.  Does anyone know
where this is at?  I've searched everywhere for "thirdperson," but
nothing seems to relate to the vehicle code.  Any ideas?
--
=
 Childe Roland
"I will show you fear in a handful of jellybeans."
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[hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
I edited the Thirdperson code in CAM_Think.  I got it to put the
camera behind and slightly above the player's eyes.  However, whenever
I get into a vehicle it goes back to the default thirdperson view of
looking from the right while the player is facing forward.  I can't
seem to find where this is controlled in the code.  Does anyone know
where this is at?  I've searched everywhere for "thirdperson," but
nothing seems to relate to the vehicle code.  Any ideas?


--
=
 Childe Roland
"I will show you fear in a handful of jellybeans."

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