Goldsrc Custom Animation Bug? Created 3 years ago2020-04-24 18:06:49 UTC by hermanJnr. hermanJnr.

Created 3 years ago2020-04-24 18:06:49 UTC by hermanJnr. hermanJnr.

Posted 3 years ago2020-04-24 18:06:49 UTC Post #344138
Hey guys! I was a member of this site maybe 10 years ago and first of all, very happy to see it's still alive and active :)

I still map for HL1 and 2 and recently I've moved into animating with Blender. I'm working on a big map pack for HL 1 at the moment with lots of custom animations, but I'm running into some issues. Any help at all would be super appreciated!

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Well, I made some new animations for the Scientist and HGrunt models. The Scientist ones work flawlessly and I've been very happy with them - to test them before replacing the original models, I used a monster_generic and linked to a Scientist model I renamed "MyScientist.mdl".

This all worked great. I then made some grunt animations. This worked great too, using monster_generic "MyGrunt.mdl".

Next I made the step of just renaming my model "hgrunt" and replacing the original hgrunt01, 02, etc. etc.

Well, this seems to have really messed things up. In Jed's Model Viewer, the new model is showing all the new animations as available and fine. However, trying to use a scripted_sequence with a hgrunt in Hammer just gives me "unknown scripted sequence" over and over.

In addition to this, the weirdest thing is that I can type "83" in the "Hammer Animation Sequence" field, the same number as for my custom animation, and *it plays completely fine*. WTF?

So my animation works great in Hammer, works great in Jed's Model Viewer, but Half-Life doesn't recognise it at all. Any clue what on Earth is causing this?

Cheers all :)
Posted 3 years ago2020-04-24 20:43:11 UTC Post #344139
Model viewer and Hammer use the filename of the main model file (e.g. scientist.mdl) to load sequence files, whereas the game uses the filename specified in the sequence group data in the main model file. If you compiled the model as MyGrunt.mdl then the sequence filenames will be MyGrunt01.mdl, MyGrunt02.mdl, etc.

You should compile them as hgrunt.mdl to avoid this issue.

Edit: however this shouldn't affect scripted_sequence since the list of sequences exists in the main file. Are you sure you're using the exact sequence name?
Posted 3 years ago2020-04-25 06:43:45 UTC Post #344140
Hey Solokiller, thanks for the reply!

Animation video

There's a link to the animation in question, back when it was working fine with two monster_generic entities. I haven't changed anything with the animation names etc, and I pasted the names from the .qc into the Hammer box, so I know for sure I didn't type them out wrong.

EDIT - Okay, I found the problem! For some stupid reason I didn't think about HD and old models, and animated the old one thinking the bones would be the same as the HD model. They are not, so the game was screwing things up when importing the HD hgrunt model.

Is there a way of porting animations between the HD and low-res models? Or should mods just stick to one (the HD, presumably) when animating? It literally doubles workload to have to animate both HD and non-HD models for the mod.

Thanks again.
Posted 3 years ago2020-04-25 14:02:48 UTC Post #344141
It's up to you to decide whether to use LD or HD models as a base. If you want to use both that's also up to you.

If you don't want the HD models to override yours you can put the models in Half-Life/<gamename>_hd as well so it use the same model in either case.
Posted 3 years ago2020-04-25 14:15:08 UTC Post #344142
Thank you for all the help! The animation is now finished and I'm pleased with the result :D

Finished animation

I'm going to stick with HD models, just need to re-do the Scientist animation, but I'm super happy I've got it to work.

Ty Solokiller!
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