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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