Go Back   Steam Users' Forums > Steam Tool Discussions > Source Coding

Reply
 
Thread Tools Display Modes
Old 12-12-2011, 07:23 PM   #1
BakonGuy
 
 
 
Join Date: Jul 2009
Reputation: 9
Posts: 278
Player animations while not holding a weapon

--
It seems the animation system the latest version of the 2007 sdk uses doesn't work when not holding a weapon. So the usual t-pose is occurring. I looked into the code for a while and it looks like it should be working correctly. So while I was playing I decided to give renaming the animations a shot, my player models all use the classic ACT_HL2MP_??? animations. Plus some custom ones with the same name style. After renaming all the ACT_MP_BLEH to my ACT_HL2MP_BLEH the running and walking animations all started working correctly. But the jumping and crouching animations are both still broken. Now, ACT_MP_JUMP and CROUCHWALK/CROUCH_IDLE are not referenced AT ALL in the animstate file anymore, but they are clearly still being sent because when I use a weapon where I haven't changed the acttables at all yet it properly converts it from ACT_MP_JUMP to ACT_HL2MP_JUMP. Is there something I'm missing deeper in the code or what? I searched for all references of the animations so I'm not sure why it's acting like it is.

Sorry for the paragraph.
BakonGuy is offline  
Reply With Quote
Old 12-14-2011, 12:45 PM   #2
Sandern
 
 
 
Join Date: Jun 2009
Reputation: 34
Posts: 101
Where exactly did you rename the jump animations?
I think you renamed the animations inside CMultiPlayerAnimState::HandleJumping, instead of in CHL2MPPlayerAnimState::HandleJumping (assuming you are using the hl2mp code as base).
Sandern is offline   Reply With Quote
Old 12-14-2011, 02:51 PM   #3
BakonGuy
 
 
 
Join Date: Jul 2009
Reputation: 9
Posts: 278
Quote:
Originally Posted by Sandern View Post
Where exactly did you rename the jump animations?
I think you renamed the animations inside CMultiPlayerAnimState::HandleJumping, instead of in CHL2MPPlayerAnimState::HandleJumping (assuming you are using the hl2mp code as base).
Ah, I did actually in fact overlook that file. It did get me a little bit closer. After changing the CHL2MPPlayerAnimState one to the new ACT the act being sent to the acttables in the weapons are correct, however it is still T-Posing when I'm not holding any weapon and crouch/jump. In other words now it's acting exactly as it was before I started modifying anything

Edit: Nvm what I said about crouching, it does in fact work without weapons now, jumping still doesn't, and I don't see any typos, I'm going to triple check.

Last edited by BakonGuy: 12-14-2011 at 03:16 PM.
BakonGuy is offline   Reply With Quote
Old 12-15-2011, 05:58 PM   #4
BakonGuy
 
 
 
Join Date: Jul 2009
Reputation: 9
Posts: 278
Problem solved. I forgot that the default hl2:dm animations doesn't have a ACT_HL2MP_JUMP, so I just fixed it by forcing ACT_HL2MP_JUMP_SLAM when there wasn't a weapon.
BakonGuy is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Tool Discussions > Source Coding


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -7. The time now is 03:15 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2014, All Rights Reserved.