So, i'm learning modeling, and now i'm adventuring on how to do animated models (model was done in blender btw). i managed to rig/animate and compile an door model, but i have a problem.. the model anim keeps looping indefinitely, even with the "hold animation" set in yes on the proprieties, and since it is a door model it kinda need 2 hold the last frame on the open/close animation, i tried VDC that helped me get this far.. but i didn't found the info on this subject specifically, could someone give a hand plz?
Here's some stuff for help:
[B]Current QC file[/B]
[CODE]
$modelname "props_abyss/abyss_tram/tram_doors.mdl"
$body mybody "tram_doors.smd"
$cdmaterials "models/props_abyss/abyss_tram"
$scale 1
$Sequence idle "tram_doors.smd" loop fps 1
$Sequence open "open.smd" loop fps 30
$Sequence oepn_idlend "open_idlend.smd" loop fps 2
$Sequence close "close.smd" loop fps 30
$Sequence close_idlend "close_idlend.smd" loop fps 2
$collisionjoints "tram_doors_coli.smd"
{
$mass 11.0
}
[/CODE]
[B]Pic of the proprietes tab in hammer (model in the left)[/B]
[IMG]http://i.imgur.com/Mbo3VNx.png[/IMG]
Thanks since now to everyone who be able to help =)
Remove the word loop from the animation in your .QC.
[QUOTE=buu342;49580333]Remove the word loop from the animation in your .QC.[/QUOTE]
yup.. was that simple.. feeling stupid now, lol... thx for the help =), would you happen to know how do i place sounds to play along with the model anim btw?
[B]EDIT[/B]
Not ambient generics, like in the actual model data.
--up--
Anyone know how do i place sounds to play along with the model anim, not ambient generics, like in the actual model data?
Sorry for the late reply, I only got home now and you posted the last thing while I was asleep.
Paste this code into the animation of your entity (modifying what's necissary):
[code]
{ event 5004 FRAMENUMBER "WEAPONNAME.ACTIONNAME" }
[/code]
example:
[code]
$sequence "draw" "c_ak47_anims\draw.smd" {
fps 30
"ACT_VM_DRAW" 1
snap
{ event 5004 0 "Weapon_ak47.Draw" }
{ event 5004 11 "Weapon_ak47.BoltPull" }
}
[/code]
I'm going to guess you know how soundscripts work, so you know how to define these?
[QUOTE=buu342;49585501]Sorry for the late reply, I only got home now and you posted the last thing while I was asleep.
Paste this code into the animation of your entity (modifying what's necessary):
I'm going to guess you know how soundscripts work, so you know how to define these?[/QUOTE]
Thx for answer =), i'm gonna test, but to see if i understood well... it would be like this?
[CODE]
$modelname "props_abyss/abyss_tram/tram_doors.mdl"
$body mybody "tram_doors.smd"
$cdmaterials "models/props_abyss/abyss_tram"
$scale 1
$Sequence idle "tram_doors.smd" loop fps 1
$Sequence open "open.smd" {
fps 30
"door_opens" 1
snap
{ event 5004 0 ".wav file name" }
{ event 5004 60 ".wav file name" }
}
$Sequence oepn_idlend "open_idlend.smd" loop fps 2
$Sequence open "close.smd" {
fps 30
"door_close" 1
snap
{ event 5004 0 ".wav file name" }
{ event 5004 60 ".wav file name" }
}
$Sequence close_idlend "close_idlend.smd" loop fps 2
$collisionjoints "tram_doors_coli.smd"
{
$mass 11.0
}
[/CODE]
Also, i know how to create soundscapes.. but are you saying that i need 2 use the same syntax.. or that i need to create/edit an external .txt file to work properly?
[QUOTE=sejievan;49585671]Thx for answer =), i'm gonna test, but to see if i understood well... it would be like this?
[CODE]
$modelname "props_abyss/abyss_tram/tram_doors.mdl"
$body mybody "tram_doors.smd"
$cdmaterials "models/props_abyss/abyss_tram"
$scale 1
$Sequence idle "tram_doors.smd" loop fps 1
$Sequence open "open.smd" {
fps 30
"door_opens" 1
snap
{ event 5004 0 ".wav file name" }
{ event 5004 60 ".wav file name" }
}
$Sequence oepn_idlend "open_idlend.smd" loop fps 2
$Sequence open "close.smd" {
fps 30
"door_close" 1
snap
{ event 5004 0 ".wav file name" }
{ event 5004 60 ".wav file name" }
}
$Sequence close_idlend "close_idlend.smd" loop fps 2
$collisionjoints "tram_doors_coli.smd"
{
$mass 11.0
}
[/CODE]
Also, i know how to create soundscapes.. but are you saying that i need 2 use the same syntax.. or that i need to create/edit an external .txt file to work properly?[/QUOTE]
Yes, the syntax must be like the rest of the soundscapes. It's always best to make an external .txt
[code]
".wav file name"
[/code]
Not quite sure what you're doing here, correct me if I'm wrong but you cannot do this? I believe you have to make it into a unique name with a dot and then a unique action. Sorry if I'm being misleading, I usually handeled the playing of the sound itself through Lua and that was how it's done.
I'm kinda asking if it's there that i place the sound file name XD, like "door_opens.wav" or just "door_opens" also the model is for portal 2, i'm not using lua =)
[QUOTE=sejievan;49585922]I'm kinda asking if it's there that i place the sound file name XD, like "door_opens.wav" or just "door_opens" also the model is for portal 2, i'm not using lua =)[/QUOTE]
No, you're not supposed to put the sound name there. What you do is you put a unique file name there, which you will then redirect to the wav file using the sound script.
[QUOTE=buu342;49589480]No, you're not supposed to put the sound name there. What you do is you put a unique file name there, which you will then redirect to the wav file using the sound script.[/QUOTE]
i see, thx someone else clarified that for me heh XD, just 2 final doubts tho.
1: My model compiler (GUIStudioMDL) acuses error in this line "ACT_VM_DRAW", it says that it can't locate the file.. idk why.
2: also is "ACT_VM_DRAW" the place for the name of my custom sound script file?
Problem solved, for sake of leaving here for future people seeking for this info, i deleted the "ACT_VM_DRAW" and switched to StudioCompiler, and now it is working fine, thx again for the help dude =)
[QUOTE=sejievan;49590543]Problem solved, for sake of leaving here for future people seeking for this info, i deleted the "ACT_VM_DRAW" and switched to StudioCompiler, and now it is working fine, thx again for the help dude =)[/QUOTE]
No problem.
You weren't supposed to use ACT_VM_DRAW. It's only for viewmodels.
Sorry, you need to Log In to post a reply to this thread.