• 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.
Sorry, you need to Log In to post a reply to this thread.