REPOST FROM DEVELOPMENT: Using sequences, but they dont work.
0 replies, posted
It was suggested to me that i post this here rather than development.
I have created scripts both client and server or both, with lights sounds and all that. I had also made vehicles with $animations using a premade QC and those worked well, of course after trial and error. But i decided to touch Sequences., and it messed everything up.
So i created a separate model and script so i can debug for myself and make sequences, but alas it was to no avail.
this is a large bundle of information here, but to TL;DR it, I made a spinning sequence, but it will not work in game. The model is fine and everything.
NOTE: the idle sequence is my animation sequence i use, it makes the top cube spin. It works in blender but not ingame.
QC file:
[QUOTE]$modelname "CubeT.mdl"
$body mybody "CubeT.smd"
$staticprop
$surfaceprop metal
$cdmaterials "models"
$sequence idle "Spin.smd"
$collisionmodel "CubeT_Phy.smd" { $concave $mass 2000 }
[/QUOTE]
My script to play the idle sequence.
[LUA]
hook.Add("PlayerSpawnedProp","TestProp", Test);
function Test(ply, model, ent)
//
//ENT.AutomaticFrameAdvance = true
local seq = ent:LookupSequence("idle");
ent:SetSequence(seq);
ent:SetPlaybackRate(1);
print("ok");
end
[/LUA]
My compile log
[QUOTE]
Compiling with Crowbar 0.33.0.0: "C:\Users\crazyboxhead\Desktop\Saved\Mods\Test-AnimTest\TestingAnimation\qc.qc" ...
Compiling ".\qc.qc" ...
WARNING: Failed to load keyvalues file cfg/mount.cfg!
qdir: "c:\users\crazyboxhead\desktop\saved\mods\test-animtest\testinganimation\"
gamedir: "C:\Users\crazyboxhead\Desktop\Saved\ModTools\"
g_path: "qc.qc"
Building binary model files...
Working on "qc.qc"
SMD MODEL CubeT.smd
SMD MODEL Spin.smd
SMD MODEL CubeT_Phy.smd
Model has 1 convex sub-parts
Collision model completed.
---------------------
writing C:\Users\crazyboxhead\Desktop\Saved\ModTools\models/CubeT.mdl:
bones 964 bytes (1)
animation x y ips angle
@idle 0.00 0.00 : 1.#J ( 90.00) 0.0
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 0 bytes
bone transforms 0 bytes
Collision model volume 160000.02 in^3
collision 0 bytes
total 1720
---------------------
writing C:\Users\crazyboxhead\Desktop\Saved\ModTools\models/CubeT.vvd:
vertices 2304 bytes (48 vertices)
tangents 768 bytes (48 vertices)
total 3136 bytes
---------------------
Generating optimized mesh "C:\Users\crazyboxhead\Desktop\Saved\ModTools\models/CubeT.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 432 bytes
indices: 144 bytes
bone changes: 16 bytes
everything: 717 bytes
---------------------
Generating optimized mesh "C:\Users\crazyboxhead\Desktop\Saved\ModTools\models/CubeT.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 432 bytes
indices: 144 bytes
bone changes: 16 bytes
everything: 717 bytes
---------------------
Generating optimized mesh "C:\Users\crazyboxhead\Desktop\Saved\ModTools\models/CubeT.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 432 bytes
indices: 144 bytes
bone changes: 16 bytes
everything: 717 bytes
Completed "qc.qc"
... Compiling ".\qc.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.33.0.0: "C:\Users\crazyboxhead\Desktop\Saved\Mods\Test-AnimTest\TestingAnimation\qc.qc" finished.
[/QUOTE]
MODEL INGAME:
[IMG]http://i.imgur.com/trUKNLh.jpg[/IMG]
Like I said the top cube is supposed to spin 360 around Z axis.
[URL="https://www.dropbox.com/sh/643ed9jan7anr7l/AAAJHuRInRPDGWtveCgh2xf4a?dl=0"]THIS[/URL] is a link to the dropbox for all the source files, including the .blend file.
It works perfectly in blender.
Thanks for taking your time to read and consider my problem.
[editline]7th February 2016[/editline]
so far nothing works.
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