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> Custom Player Model Animations, Yeah, I'm back
Ğ @ b ® Ī ë Ł /
Posted: May 13, 2005 01:42 pm
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QUOTE (CoolDude @ May 11 2005, 02:10 PM)
QUOTE (Ğ @ b ® Ī ë Ł // @ May 6 2005, 03:27 PM)
QUOTE (Mr. Shoe @ May 4 2005, 10:45 PM)
QUOTE (Ğ @ b ® Ī ë Ł // @ Apr 28 2005, 11:52 AM)
k. but your avatar still scares me... unsure.gif

I have never found someone more rude, annoying, and idiotic in posts than you sir. You are quite possibly the worst forum poster I have ever had to bear witness to in a very long time.

As for these animations. Are you going to be putting the AK at a hip drawn position, or go with what the V model shows and have it shouldered? I'd like to see the rest of the anims because these are incredibly good. I'm pretty sure these would easily prompt me to start playing BB all over again.

ermh. the "only" rude thing i possible had said was that hes avatar scared me and it was a joke....
and if you didnt understand that get a life among people. (that was rude) ohmy.gif

You said you weren't being rude, and that it was only a joke. A joke only requires 1-2 times of whatever you're doing. You did it four times. Four times you said that his avatar is annoying and that it scares you. Just give it up.

ermh... like, die! ph34r.gif

im so sorrey if i hurted ya feelings. ohmy.gif

still i aint rude or anything like that. wub.gif

anyhow. im sorry rifter. i love you more than anything else wub.gif ...

This post has been edited by Ğ @ b ® Ī ë Ł // on May 13, 2005 01:44 pm
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Rifter
Posted: June 26, 2005 08:16 pm
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Long time no update, these are almost ready to go in, I'm just testing them out in game right now. However, looking through the .qc files I just realized that some of guns I did animations for (winchester, sawed off as examples) don't have custom sequences so they share the animation of other guns (I think the sawed off shares animations with the desert eagle 'fuck the what?').

As I said, I'm pretty much just testing them out ingame right now and should have them uploaded within the next day or so.
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Lord Scottish
Posted: June 26, 2005 08:20 pm
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I think you should be able to take different animations for yourself. Just change the smd name behind the sequenze. It should work to use different anims for sequences we used to use the same ones.


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Rifter
Posted: June 27, 2005 04:46 am
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If I'm correct, player animation code in HL is used according to the sequence # not the name. Each animation sequence is designated a number (in numerical order of its appearance in the .qc file) and is called up in the code based on its number. So fuddling about with names generally has little to no effect on a character's animation. Unless of course you guys did some other stuff with the code, which I doubt, seeing as I just tested the animations in game (after I had essentially renamed a lot of the animations for personal organization) and they worked without a hitch (aside from some guns sharing the same animations).

I'll fiddle around with the .qc's a little bit more and after that I should be ready to release.

Edit: I think I misunderstood you, or rather, we misunderstood each other. I'm not talking about different .smd reference files and using them in the .qc but rather certain guns using the same sequence. For instance: the sawed-off uses the same sequence as the desert eagle, so if I change the .qc file line:

$sequence "ref_shoot_deagle" "shoot_deagle_blend1" "shoot_deagle_blend2" blend XR -45 45 fps 24

to something like:

$sequence "ref_shoot_deagle" "shoot_heavypistol_blend1" "shoot_heavypistol_blend2" blend XR -45 45 fps 24

Both the desert eagle and the sawed off will use the .smd files represented by shoot_heavypistol_blend, this is due to the fact that the sawed-off doesn't have a seperate custom sequence line. I can't change this unless the code is changed to call up a different sequence number for the sawed-off.

Granted, I could be completely wrong about all of this and I'm just really stupid biggrin.gif.

This post has been edited by Rifter on June 27, 2005 04:53 am
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BrainStew
Posted: July 07, 2005 05:33 pm
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QUOTE (Rifter @ Jun 27 2005, 04:46 AM)
If I'm correct, player animation code in HL is used according to the sequence # not the name. Each animation sequence is designated a number (in numerical order of its appearance in the .qc file) and is called up in the code based on its number. So fuddling about with names generally has little to no effect on a character's animation. Unless of course you guys did some other stuff with the code, which I doubt, seeing as I just tested the animations in game (after I had essentially renamed a lot of the animations for personal organization) and they worked without a hitch (aside from some guns sharing the same animations).

I'll fiddle around with the .qc's a little bit more and after that I should be ready to release.

Edit: I think I misunderstood you, or rather, we misunderstood each other. I'm not talking about different .smd reference files and using them in the .qc but rather certain guns using the same sequence. For instance: the sawed-off uses the same sequence as the desert eagle, so if I change the .qc file line:

$sequence "ref_shoot_deagle" "shoot_deagle_blend1" "shoot_deagle_blend2" blend XR -45 45 fps 24

to something like:

$sequence "ref_shoot_deagle" "shoot_heavypistol_blend1" "shoot_heavypistol_blend2" blend XR -45 45 fps 24

Both the desert eagle and the sawed off will use the .smd files represented by shoot_heavypistol_blend, this is due to the fact that the sawed-off doesn't have a seperate custom sequence line. I can't change this unless the code is changed to call up a different sequence number for the sawed-off.

Granted, I could be completely wrong about all of this and I'm just really stupid biggrin.gif.

Uhh, yes.... I have a bicycle you know.., tech mumbo is scary j/k


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jimmy
Posted: July 08, 2005 04:28 am
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RELEASE!!!!!!!!! DEFULT ANIMS SUCK!!!! YOURS ROXORS!!!! cool.gif


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Rifter
Posted: July 10, 2005 05:44 am
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Ha ha sorry, was putting the finishing touches on it and went on vacation. Will be out sometime soon when I figure out why the crouch animations play at 50000000 fps despite being labeled 10 fps in the .qc file... there's also a few animations that didn't translate well from concept to in-game so I've got to fix that up too.

This post has been edited by Rifter on July 10, 2005 05:46 am
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Ğ @ b ® Ī ë Ł /
Posted: July 10, 2005 09:47 am
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...rifter...

one two freddy´s comin for you
three four take N lock your door.
five six grab your crusifix
seven eight stay up late.
nine ten never sleep again.

quote of Terror on Elm Street.

anyhow. are ya still creating those weird zombos at the other topic?
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Rifter
Posted: July 10, 2005 01:46 pm
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Yes, but they're nowhere near completion.
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Ghostface
Posted: August 02, 2005 04:19 pm
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Just curious Rifter, but did you get my PM ?
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Keyes
Posted: August 02, 2005 04:22 pm
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Um...uber-necro?

If you wanted to find out if he got your PM, PM him again wink.gif Or, even better, E-mail him from his profile...


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Rifter
Posted: August 02, 2005 07:14 pm
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Nope, didn't get your PM, and no, these aren't quite done yet. Yes, it's taking me forever, but I've been busy. I'm getting ready to head off for my first year in college, and the team I'm currently working for finally gave me some models to rig up and animate so I've been mucho busy with that. Animating for Money > BB Custom Anims I'm afraid.
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KrazyFoYou1243
Posted: August 03, 2005 12:32 am
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stop the fighting!! >_<


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