how to make a model pass consistency checks in CS:S?
I think it has something to do with keeping the hitboxes identical, but don't take my word for it.
Why on earth would one edit the hitboxes when making something that is supposed to look good?
I can understand editing hitboxes for hacking, but not for modding looks
[quote]It's really quite simple. And I've posted it quite a few times
Anyway..
Just be sure you are using these in you QC or use the example QC provided in the SDK.
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.weapon_bone_Clip"
$bbox -13 -13 0 13 13 72
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000
$ikchain ikclip ValveBiped.weapon_bone_Clip knee 0.707 -0.707 0.000
The important thing to have the is bbox command.
This should fix any consistency error with a PLAYER MODEL[/quote]
I'm glad I copied that down when some guy posted that fix and then later removed it for some reason.
do hostages pass consistency checks? hostages using custom models? cause there said player models
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