• MDL's Sideways
    2 replies, posted
Ok so with a swep pack im making (grabbing skins frm gamebanna and convertion/hexing them into guns) I needed to decompile the .mdl file's. and re assign the mats to the guns but now ive ran into an issue. when i recompiled sevral diffrent guns the guns were sideways with the arms sidways as well Any help would be Excellent info: QC: File [CODE]$cd "C:\Users\Devin\Desktop\decompile" $modelname "weapons\v_rif_sg552.mdl" $model "studio" "Ref.smd" $cdmaterials "models\weapons\v_models\ACWRtn\" $cdmaterials "models\weapons\v_models\hands\" $hboxset "default" // Model uses material "v_hands.vmt" // Model uses material "ACWR_Diffuse.vmt" // Model uses material "Eotech557_Main.vmt" // Model uses material "Eotech_Lens.vmt" // Model uses material "Eotech_Magnifier.vmt" $attachment "1" "Muzzle" 0.00 0.00 0.00 rotate -90.00 -0.00 0.00 $attachment "2" "Shell" 0.00 0.00 0.00 rotate -0.00 0.00 0.00 $surfaceprop "default" $illumposition -4.341 8.150 -7.773 $sequence Idle "Idle" ACT_VM_IDLE 1 fps 30.00 $sequence Reload "Reload" ACT_VM_RELOAD 1 fps 30.00 { { event 5004 7 "Weapon_ACWR.Clipout" } { event 5004 36 "Weapon_ACWR.Inserting" } { event 5004 47 "Weapon_ACWR.Clipin" } { event 5004 68 "Weapon_ACWR.Boltpull" } { event 5004 92 "Weapon_ACWR.Handle" } } $sequence Draw "Draw" ACT_VM_DRAW 1 fps 30.00 { { event 5004 0 "Weapon_ACWR.Draw" } { event 5004 10 "Weapon_ACWR.Boltpull" } } $sequence Fire1 "Fire1" ACT_VM_PRIMARYATTACK 1 fps 30.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_762Nato 2 150" } } $sequence Fire2 "Fire2" ACT_VM_PRIMARYATTACK 2 fps 30.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_762Nato 2 150" } } $sequence Fire3 "Fire3" ACT_VM_PRIMARYATTACK 3 fps 30.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_762Nato 2 150" } }[/CODE] Another thing the only thing i changes was the $cdmaterials, witch did (as far as i know) change the Mats NOTE: ive tested this gun already (before i decompiled it) and it worked fine, [CODE] I also Fixed it with function SWEP:GetViewModelPosition( pos, ang ) ang:RotateAroundAxis( ang:Up(), -90 ) return pos, ang end[/CODE] But I cant get: [CODE]SWEP.IronSightsPos = Vector(-2.819, -3.112, 1.379) SWEP.IronSightsAng = Vector(0.071, -0.002, 0) SWEP.SightsPos = Vector(2.819, -20, 1.379) SWEP.SightsAng = Vector(0.071, -0.002, 0) SWEP.RunSightsPos = Vector(2.125, -0.866, 1.496) SWEP.RunSightsAng = Vector(-18.08, 20, 0) SWEP.RunArmOffset = Vector (-2.6657, 0, 3.5) SWEP.RunArmAngle = Vector (-20.0824, -20.5693, 0)[/CODE] This Stuff wont take Any help will be appreciated
For each animation (labeled as $sequence), add the following to each $sequence, just before "fps": [code]snap rotate -90[/code] Using your idle sequence as an example, this is generally what it should it look like afterwards: [code]$sequence Idle "Idle" ACT_VM_IDLE 1 snap rotate -90 fps 30.00[/code] They should show properly in-game after recompiling.
[QUOTE=Katra804;42102464]For each animation (labeled as $sequence), add the following to each $sequence, just before "fps": [code]snap rotate -90[/code] Using your idle sequence as an example, this is generally what it should it look like afterwards: [code]$sequence Idle "Idle" ACT_VM_IDLE 1 snap rotate -90 fps 30.00[/code] [/QUOTE] This Worked to a point but the gun is still sideways and the hands are normal. I tried to work in Lua. to move them but the gun stays put.. like i said before, the funciton works that rotates the gun but it makes the hands invisable and my lua coaded Running anamation will no longer work the lua running [CODE]SWEP.RunSightsPos = Vector(2.125, -0.866, 1.496) SWEP.RunSightsAng = Vector(-18.08, 20, 0)[/CODE] Is there a Squence that moves the gun as well? the required -90 dagrees here is my edited QC [CODE]$cd "C:\Users\Devin\Desktop\Garrysmod Stuffs\Custom Skins\Compile\SVD" $modelname "weapons\v_dragunov02.mdl" $model "Studio" "Ref.smd" $cdmaterials "models\weapons\v_models\Hands\" $cdmaterials "models\weapons\v_models\SVDCocain\" $hboxset "default" // Model uses material "Rifle.vmt" // Model uses material "scope2.vmt" // Model uses material "scope1.vmt" // Model uses material "Scope_bits.vmt" // Model uses material "Bullet.vmt" // Model uses material "t_phoenix.vmt" // Model uses material "v_hands.vmt" // Model uses material "sleeve_diffuse.vmt" $attachment "1" "Base" 1.40 -25.70 -1.00 rotate 0.00 -180.00 -0.00 $attachment "2" "Base" -0.00 -2.00 0.00 rotate -25.00 -90.00 -0.00 $surfaceprop "default" $illumposition -16.963 -0.414 -5.292 $sequence idle1 "idle1" ACT_VM_IDLE 1 snap rotate -90 fps 30.00 $sequence shoot "shoot" ACT_VM_PRIMARYATTACK 1 snap rotate -90 fps 30.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_762Nato 2 100" } } $sequence shoot2 "shoot2" ACT_VM_PRIMARYATTACK 2 snap rotate -90 fps 30.00 { { event 5001 0 "1" } { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_762Nato 2 100" } } $sequence reload "reload" ACT_VM_RELOAD 1 snap rotate -90 fps 32.00 { { event 5004 0 "Weapon_SVD.Foley" } { event 5004 2 "Weapon_SVD.Handle" } { event 5004 29 "Weapon_SVD.Clipout" } { event 5004 60 "Weapon_SVD.Cliptap" } { event 5004 70 "Weapon_SVD.Clipin" } { event 5004 88 "Weapon_SVD.Slideback" } { event 5004 95 "Weapon_SVD.SlideForward" } { event 5004 109 "Weapon_SVD.Foley" } { event 5004 113 "Weapon_SVD.Handle" } } $sequence draw "draw" ACT_VM_DRAW 1 snap rotate -90 fps 30.00 { { event 5004 0 "Weapon_SVD.Draw" } { event 5004 14 "Weapon_SVD.Handle" } }[/CODE] any thoughts?
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