Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread Psy_Commando
Hey thanks. I didn't know there was code for handling 9-way anims in 2007. On Sun, Aug 7, 2011 at 3:22 PM, Jed wrote: > We moved our mod from 8-way to 9-way precisely for the smoother > blended animation that Minh mentions. As I recall it didn't take our > coder long at all to implement it. In f

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread Jed
We moved our mod from 8-way to 9-way precisely for the smoother blended animation that Minh mentions. As I recall it didn't take our coder long at all to implement it. In fact we pulled the whole OB animstate code into our EP1 based mod. Regarding the anims - the source for the DOD models using 9-

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread Psy_Commando
Thanks :) And no, I don't plan on re-using the marines models, but maybe the anims. Hopefully the smd and qc for the marines are in the sdk. But the whole point of this isn't changing the leganims its just that, the ASW animstates, don't handle lots of pose parameters natively, it wasn't needed si

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread minh_le
Actually, I just remembered, that 9-way and 8-way DO in fact look slightly different from an end user standpoint. The difference lies in how the player animates as he goes from a standing --> moving at top speed (and vice versa) In 9-way it will look better because the blend between ACT_IDLE and an

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread minh_le
From an end user standpoint, 9-way and 8-way animations will end up looking the same. The only difference is in how you ( the coder ) has to use them, and also in how the models are compiled. If the models you are using for your mod are usingĀ  "move_yaw" parameter, then you HAVE to use the 8-way

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-07 Thread Psy_Commando
Ok, but aren't there advantages with the 9way anims ? On Sun, Aug 7, 2011 at 2:14 AM, Tony "omega" Sergi wrote: > don't use the asw animstates. just replace it entirely. > unless you're planning on keeping "marines" as separate entities. > > > On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando wrote: >

Re: [hlcoders] Adding aiming to ASW animstates

2011-08-06 Thread Tony "omega" Sergi
don't use the asw animstates. just replace it entirely. unless you're planning on keeping "marines" as separate entities. On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando wrote: > Yet another question. This time about animstates. I'm trying to > re-integrate parts of the hl2mp animstates into alien

[hlcoders] Adding aiming to ASW animstates

2011-08-06 Thread Psy_Commando
Yet another question. This time about animstates. I'm trying to re-integrate parts of the hl2mp animstates into alien swarm. The reason I'm doing this is because, in alien swarm, there is no aiming anims. The marine's hands are IK-ed onto the gun model And also marines don't turn their heads or