• Combine Helicopter or Airboat Gun w_ and v_models
    18 replies, posted
So, yeah, I'm not sure if this is breaking any rules. If it is, please inform me A.S.A.P.! What I want are view models and world models of the Combine Helicopter's Gun. The Air Boat's Gun works, but the model is quite different from the Helicopter's. The world model is optional but only if you can provide me with the know-how to make it look like the local player is actually holding the gun like they were going to fire it. [IMG]http://img521.imageshack.us/img521/7103/airboatgun.jpg[/IMG] If you can't give me the knowledge I'd need to make the regular AirBoat gun look like that then I do need a world model. As for view model, that's necessary anyway you look at it. The thing is, I can use the SMod model, but it doesn't look a thing like the real one. I don't feel this project would be too difficult. Here are the requirements: <> The view model should be Right Handed!! All directions are considering that the firing hand is the right hand! <> The firing animation of the View Model needs to be available as ACT_VM_PRIMARYATTACK AND the actual animation name like Shoot. Just like the default weapons, set them as activities and sequences. <> The reload animation of the View Model needs to be available as ACT_VM_RELOAD AND the actual animation name like Reload. Just like the default weapons, set them as activities and sequences. It should play out like this: all it should be is the player moving the gun a little bit when he/she flips a switch the player can't see. It should last maybe at most 0.2 seconds. The left hand will hit the switch without leaving hold of the gun. <> It needs to have a decent amount of visible kick when firing, but not too much! Maybe up to 6 degrees up and 1+1/4 inches back. <> It needs a secondary animation that is as such: 1.2 seconds of charging and then a HUGE kick, I'd say 3 inches backwards, rotate 15 degrees upward at the 1.2 second point. For every recoiling animation reset to the idle point over time, faster interpolation early and slower when you're closer to the idle point. This animation should be expressed as an ACT and a SEQUENCE, meaning BigShoot AND ACT_VM_SECONDARYATTACK For the charging part, I preview it as the gun starts shaking, shaking more and more until it's done charging. <> It needs an ACT_VM_DRAW. It needs to be an act, of course. Maybe this can feature the gun coming up butt-first, the player plugs a HEV-Style plug and cable into the back, and then he moves it to hold it like a sniper rifle or assault rifle. I might make some revisions to this after I read it again... Again, if this breaks any rules please let me know imediately!!! I can't think of what rules it could break, so I would learn better from being informed. Big pleases and maybe big thank you's!!! [editline]31st March 2013[/editline] I am only telling you the requirements so I would get something a lot more like what I actually want. Imagine a civilian or foot soldier holding and shooting a minigun like they would an assault rifle, it would have a LOT of kick!! The secondary animation is for the special attack I made where you fire all of the ammo as one huge pulse slug. [editline]31st March 2013[/editline] Oh, and if there is one in SMOD that ISN'T THE MG1... please let me know.
I really want these models! Could some one please let me know if they are working on one, or both? Thank you.
So, Let me get this straight because your post doesn't read to easy or maybe its the fact I'm about to fall asleep. But anyway, What you want is someone to turn the combine plus cannon which is attach to the Helicopter and the airboat after its upgrade into a useable weapon that can be pick up and fired? Well, it doesn't really sound that hard but i don't know how to do that. Have you tried searching Facepunch for Animation Replacement and Custom Weapon [I]L.U.A?[/I] I'm fairly sure theses keywords mite get you somewhere unless someone wants to correct me?
The models exist!! All you have to do is decompile the Airboat Gun's individual separate model (it's never really part of the airboat's model, btw...) and a v_ model like v_irifle. Get rid of the AR2 from that model and place the airboat gun there... I don't need any specific parts of the gun to move, I just need the gun to move. It isn't that hard at all!! All you need is a source decompiler, an SMD importer/exporter for your modeling program and a bit of skill. I've described pretty much every animation. [editline]3rd April 2013[/editline] Oh, and the know-how on how to make a world model actually work... I don't know what attachments you need and whatnot. Upon release I would like copies of these models and all of their "<file>.smd" files and both of their "<file>.qc" files, just in case I spot something I want to fix. Oh, come on, is there no one brave enough to do this, or even try it? If that's the case, I'm gonna figure out how to do it myself... again... Think of it this way: people have made v_alyxgun models, v_annabelle, why not v_heligun ?? It's not really different at all...
Yeah, okay... so I'm guessing no one wants to do this, well at least help me do it myself... I did everything I normally do, yet... well... [URL="http://facepunch.com/showthread.php?t=1259196&p=40206454"]here[/URL].
All you need to do is to calm down with the title...
Calm down with the title?? Huh? The title is meant to explain exactly what I want. At this point it seems that no one on this forum is willing to help me out... :rolleyes: [editline]28th April 2013[/editline] Also, I can't really change the title...
What does that mean, calm down with the title? That's what I meant in the last comment, I don't like bumping this but there were no replies. Will this be made and released here, yes or no?
Calm down!
Yeah, okay, I can understand "Calm down!" but I don't know what "...calm down with the title..." means.
[QUOTE=luavirusfree;40491444]Yeah, okay, I can understand "Calm down!" but I don't know what "...calm down with the title..." means.[/QUOTE] I'm going to assume they are referring to your "I GOT BRAIN DAMAGE BECAUSE I'M AN IDIOT" user title.
[QUOTE=Katra804;40492802]I'm going to assume they are referring to your "I GOT BRAIN DAMAGE BECAUSE I'M AN IDIOT" user title.[/QUOTE] Dood, I didn't set that, the admins did! I can't remove it!! [editline]2nd May 2013[/editline] [QUOTE=PLing;40219221]All you need to do is to calm down with the title...[/QUOTE] If you're talking about my name's title, I can't change that! Even though it isn't true -_- I got brain damage because my idiot friend told me to drive drunk, I absolutely did not want to and I even told him that a few days before, and he fell out of the window which distracted me, I unbuckled my seat belt thinking I could go save him, risking the car... but the car swerved when I did that, and the accident was over before I knew it... I won't shorten that story since if I did shorten it you wouldn't believe it. I still seriously doubt you believe it, but that's what happened and all evidence proves it.
Oh my, I got it working but I'm not sure if my .QC is correct for this type of model. If you are making a v_model, would this .QC work if all of the files are present in the right location? I have steam installed on my E drive; [code]$modelname "weapons\v_HeliGun.mdl" $scale 1.0 $staticprop $cdmaterials "models\heligun" $body "Body" "heligun\HeliGunReference.SMD" $sequence "idle" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\idle1.SMD" fps 20 ACT_IDLE 1 $sequence "shoot" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\fire.SMD" fps 42 ACT_PRIMARYATTACK 1 $sequence "chargedshoot" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\fire2.SMD" fps 28 ACT_SECONDARYATTACK 1 $sequence "empty" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\dryfire.SMD" fps 30 ACT_DRYFIRE 1 $sequence "draw" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\draw.SMD" fps 20 ACT_DRAW 1 $sequence "lower" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\lower.SMD" fps 30 ACT_LOWER 1 $sequence "lowered" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\lowered.SMD" fps 15 ACT_LOWERIDLE 1 $sequence "tocombat" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\tocombat.SMD" fps 15 ACT_RAISE 1 $sequence "recharge" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\recharge.SMD" fps 60 ACT_RECHARGE 1 $surfaceprop "metal" $attachment "muzzle" "HeliMuzzle" 0.00 0.00 0.00 rotate 0 0 0 $attachment "1" "ValveBiped.eject" 0.00 0.00 0.00 rotate 0 0 0[/code] [editline]3rd May 2013[/editline] I'm just not certain if that will work as a view model... You know what, this thread seems to be a dead zone... perhaps I'll have to make a new thread to get an answer, but I really don't want to do that!
I really hope this doesn't bump -_- I finally got the model to compile and look great, yea, but I'm not sure that it is okay to be used as a view model. When I open it in model viewer and click options|viewmodel mode, it doesn't show a bit of it... all I did was decompile v_smg1 and replace the SMG with the AirBoat gun, though...
You have to rotate the animations in the .qc you're using. From what I've always noticed, Source-based compiles tend to be rotated when decompiled. Here's an example (and proper edit) for your .qc, based on the idle animation: [code]$sequence "idle" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\idle1.SMD" rotate -90 fps 20 ACT_IDLE 1[/code] Just apply the "rotate -90" bit before the fps and you should be fine when you go to look at it. If that doesn't work, try "rotate 90" instead, and "rotate 180" if neither of those work.
[QUOTE=Katra804;40516654]You have to rotate the animations in the .qc you're using. From what I've always noticed, Source-based compiles tend to be rotated when decompiled. Here's an example (and proper edit) for your .qc, based on the idle animation: [code]$sequence "idle" "E:\steam\steamapps\gordonfuxalyx\sourcesdk\bin\ep1\bin\heligun\idle1.SMD" rotate -90 fps 20 ACT_IDLE 1[/code] Just apply the "rotate -90" bit before the fps and you should be fine when you go to look at it. If that doesn't work, try "rotate 90" instead, and "rotate 180" if neither of those work.[/QUOTE] Okay, thank you. Positive 90 worked. Will it work as an actual viewmodel in game, though?
If it's showing properly in the Source SDK, it should show properly in-game as well. The Source SDK has lied to me on a few occasions with my own compiles though, so you'd have to test it out yourself to be sure.
Yeah, thanks! I ended up making the model by myself, but... It is HUGE! xD... it blocks 1/4th of the screen at 54 view model fov. I changed that to 70, and it looks a lot better. [editline]3rd May 2013[/editline] Now I just need to know how to get the acts to work, it has them available in Hammer but they don't play. Either that, or I need to know how to play sequences in Lua. Seeing as how this is a modeling forum, want I want here is how to make Acts work properly. [editline]3rd May 2013[/editline] Hey, nevermind that... it just won't work either way -_-
I seem to have one problem, I believe I have written it perfectly in the .qc file, and the animations do work when I browse for models in Source SDK Tools, but in-game the animations don't play! If you have enough experience with Modeling to maybe help, you could click [URL="http://facepunch.com/showthread.php?t=1268002&p=40528119#post40528119"]here[/URL].
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