Day of Infamy

Day of Infamy

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Knife Kitty Jan 19, 2017 @ 1:03pm
[Qs] View model animations/.ani files
Hi, seeing that all view models were compiled to store animations in .ani files in recent beta, I want to ask few questions. I personally liked using DOI weapon models in Garry`s Mod and this update kinda breaks the compatibility/interchangeability of models between the two. Dont get me wrong, I like playing DOI itself as well, not just messing around with its models in GM. So:

What are the direct benefits of using this .mdl version/how does it impact game`s performance?

Whats the difference between .ani files with IDAG1 and IDAG0 headers? (Valve dev wiki doesnt provide much information)

Would it be possible to switch IDAG0 .ani files(or not use them at all)?
Last edited by Knife Kitty; Jan 19, 2017 @ 1:06pm
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Showing 1-10 of 10 comments
MrBrightside Jan 19, 2017 @ 2:44pm 
From what I've discovered online there's been no issues with just dragging and dropping files and just having them work in Garrysmod. The weapons were compiled with $animblocksize which has been part of the source engine for 3+ years so I don't see why Garrysmod wouldn't be able to use the .ani files.

If you're using a lua swep base I would suggest looking into updating it in some way (I have 0 experience with garrysmod and lua) or contacting the creator of that swep base about fixing it. The reason behind this was to better stream animations for our view models like we do with our character models. Having .ani files allows us to load the animations needed on demand instead of all at once and given the amount of weapons we have in DOI and animations they have, I'm hoping it gives a slight increase in performance.

However if this does become an issue in the future for modding and doesn't give a significant bump in performance I will re consider removing it. We're still in beta so not everything is final :)

Also I have no clue what the difference between those different headers are, as you said, the valve wiki doesn't provide a lot of info haha. You could try to modify them but unfortunately you need those .ani files in order for the animations to work correctly.
Last edited by MrBrightside; Jan 19, 2017 @ 2:46pm
Knife Kitty Jan 20, 2017 @ 8:58am 
Thanks for reply.

Originally posted by MrBrightside:
Also I have no clue what the difference between those different headers are, as you said, the valve wiki doesn't provide a lot of info haha. You could try to modify them but unfortunately you need those .ani files in order for the animations to work correctly.

From my experience, Garry`s Mod can and does use .ani files for its player models, but they all start with "IDAG0" string. From all other "IDAG1" models I tried (such as Portal 2, CSGO and now DOI), it seems GM can only load sequence names/list from them but not actual animations. My guess would be that IDAG identifies studiomdl version/compiler revision like IDST in .mdl files.
MrBrightside Jan 20, 2017 @ 9:03am 
It is probably associated with the studiomdl version from those games (and doi) yea
Knife Kitty Jan 20, 2017 @ 10:01am 
I just tried out decompiling few models from live branch of DOI using Crowbar. I then compiled them using Half-Life 2 studiomdl and $AnimBlockSize 32. Models I got come with IDAG0 .ani file that seems to be working fine in both GM and beta branch of DOI(except broken deltas and camera attachment, but that is usually caused by decompiling itself).

So, I guess what I suggested in OP - switching to IDAG0 - would mean using SteamPipe HL2/OB version of studiomdl rather than just small addition to your sources. I doubt that would be acceptable, but if by any chance yes, could you check it out?
MrBrightside Jan 20, 2017 @ 10:29am 
It would be a problem yea, because we would have to use hl2's studiomdl and having to switch between that and ours just for first person weapons, more hassle than it's worth.
Knife Kitty Jan 20, 2017 @ 11:39am 
All right, nevermind then.
MadxXx Feb 18, 2017 @ 12:28pm 
Hello,

Got a problem with that damn .ani files too.

I want to port some weapons/animations to my modded CS:S.
Port most of the weapons from the old mod DOI for Insurgency.
They are woking all fine!!! I loved this mod.
I have not played much on PC lately.
Last week i found the new stand alone DOI. Great !!!
Very happy about that, so i bought DOI early access last day.
Now i have seen, that there are many weapons re-animated.
Quickly i want to port some of the new animations, but failed.

Don't know how to handle these confusing .ani files.
Decompile and compile to CS:S works fine.
But no animation is moving.
Compiled it with and without $animblocksize 32
Nothing....... :-(

How can i get the new Luger P08 animations moveing in CS:S?
MadxXx Mar 2, 2017 @ 12:44am 
Please, somebody help !!!
BlackCockDown Mar 2, 2017 @ 1:42am 
Wait for a new Crowbar update. ZeqMacaw is working on decompiling .ani files.

Some people have stated they were able to extract via SFM, no idea how tf they do it.
MadxXx Mar 2, 2017 @ 2:11pm 
Thanks for your quick answer. Nice to hear that. Ok. I will stay tuned :)
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Date Posted: Jan 19, 2017 @ 1:03pm
Posts: 10