Okay.
Wav files are imported and what not. Everything (in that way) works fine
What doesn't work that great is trying to see the wavform in Face Poser.
I had created a "guide" track in Sony Vegas that held the wavs in their correct
positions.
I was hoping to import this track to check the a
Thanks Marek, I fixed the problem with the modtest script :)
Thanks to All :D
> On Wed, Apr 16, 2008 at 11:27 AM, vivoli <[EMAIL PROTECTED]> wrote:
>> I compiled 2 versions of server_i486.so :
> There's a modtest.c source code on Valve SDK wiki:
> http://developer.valvesoftware.com/wiki/Core_Know
Okie dokie,
I had issues with anything but sprites, but I never really looked into it, I
might have a look what I was doing wrong now :)
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On Wed, Apr 16, 2008 at 11:27 AM, vivoli <[EMAIL PROTECTED]> wrote:
> I compiled 2 versions of server_i486.so :
There's a modtest.c source code on Valve SDK wiki:
http://developer.valvesoftware.com/wiki/Core_Known_Issues_List
Use code from there to check if you can dlopen() your server_i486.so fil
I was able to figure this out.
The problem was... the animations were more than a single frame, and they had
to completely play out before one scripted sequence would lead into the next.
I was able to create single-frame animations and merge them into the .mdl and
it works perfectly.
Chad
I compiled 2 versions of server_i486.so :
First : Release Mode without modification in MakeFile, i have this :
linux-gate.so.1 => (0xb7f34000)
libm.so.6 => /lib/tls/libm.so.6 (0xb71eb000)
libdl.so.2 => /lib/libdl.so.2 (0xb71e7000)
/root/source/bin/tier0_i486.s
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