• Weapon View Model Rotation Issue
    6 replies, posted
Using "rotate -90" produced the gun pointing to the left, however 180, 90, 0 and -360 all produced no visibility at all. Any thoughts how I could get it facing forward? Example from .qc: $sequence idle1 "idle1" ACT_VM_IDLE 1 rotate -90 fps 30.00 Thanks in advance.
If you're re-using existing animations, you could just use $includemodel on a hexed copy of the old mdl and not use any decompiled anim smds.
How would I go about doing that?
[URL]https://developer.valvesoftware.com/wiki/$includemodel[/URL] Make a copy of the old model's mdl file and hex it (rename it and use a hex editor or notepad++ to edit the name inside the file), and $includemodel that.
get rid of rotate -90 fps 30.00 from the sequence, then put this into the qc on any line $origin 0 0 0 -90 then it should work, if you're making a swep out of it put SWEP.Viewmodelflip = true, or false. depending on which way the gun's position is.
[CODE]$hboxset "default" // Model uses material "svu_diffuse.vmt" // Model uses material "pso_diffuse.vmt" // Model uses material "acog_lens.vmt" // Model uses material "v_hands.vmt" // Model uses material "t_phoenix.vmt" $attachment "1" "Muzzle" 0.00 -0.00 1000000000.00 rotate -0.00 0.00 0.00 $attachment "2" "Eject" 0.00 -0.00 0.00 rotate -0.00 0.00 0.00 $surfaceprop "default" $illumposition -12.434 -3.306 -7.268 $sequence idle1 "idle1" ACT_VM_IDLE 1 rotate -360 fps 30.00 $sequence shoot "shoot" ACT_VM_PRIMARYATTACK 1 rotate -360 fps 30.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_762Nato 2 100" } } $sequence shoot2 "shoot2" ACT_VM_PRIMARYATTACK 2 rotate -360 fps 30.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_762Nato 2 100" } } $sequence reload "reload" ACT_VM_RELOAD 1 rotate -360 fps 30.00 { { event 5004 18 "RedFok_Drgsv.Clipout" } { event 5004 90 "RedFok_Drgsv.Slide" } } $sequence draw2 "draw2" ACT_VM_DRAW 1 rotate -360 fps 30.00 { { event 5004 7 "RedFok_Drgsv.Clipin" } } [/CODE] Which of these would I remove to replace with the $includemodel?
All of the sequence lines. It may then want to remove the bones though, since it thinks there's no movement within the mdl it's making. If that happens use $bonemerge on all of the moving bones you don't want the compiler to remove. Example: $bonemerge "ValveBiped.Bip01_R_Hand"
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