i have just started to port the weapons from SAW in hex format i have one in 3ds max but how do i get it to the part of hexing ? , then i have the hex program but what do i need to do??
the model atm :
[img]http://img823.imageshack.us/img823/6818/bat.png[/img]
If your porting it you don't need to hex it, you need to export it as an SMD file and compile it into an MDL.
oh ok that works , :L also what sort of stuff would need to be in the .qc (note this is my first weapon port)
You need Notepad ++ to make and/or edit QC files
To help get you started here is a base QC I use for all my props
[code]$cd "-The folder's path goes here-"
$modelname "-File name .MDL goes here-"
$model "studio" "Your .SMD file you saved goes here"
$cdmaterials "Materials go here as Models/Folder name"
$hboxset "default"
$surfaceprop "Surface property goes here- Metal, plastic, flesh, weapon are a few,only 1 can be used"
$keyvalues { prop_data { "base" "metal.Small" } }
$sequence idle "Your .SMD name here again" fps 1.00
$collisionmodel ".SMD name goes here" {
$concave
$mass 0.2
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}[/code]
If you have questions about specific lines just ask
[QUOTE=KiLlErHaDoCk;22691333]oh ok that works , :L also what sort of stuff would need to be in the .qc (note this is my first weapon port)[/QUOTE]
You need a right hand bone (ValveBiped.Bip01_R_Hand) at the right point for it to be held facing the right direction (this is for a w_model yes?) which is best done by decompiling and loading in the crowbar w_model (w_crowbar) and replace the crowbar with your model (alligned exactly where the crowbar was) and make sure you assign it to the same bone. You can then use the decompiled crowbar qc to compile your model with the correct perameters, by just replacing the name of the crowbar model in the qc with what you want to call your model and the reference SMD with your exported SMD, then compile and you can use in any SWEP which uses crowbar anims (by copying the lua and renaming parts of it to be a new weapon and use your model).
I bet that makes very little sence but thats what I do ^^
Edit: Found some pics of the ones I did :)
[img_thumb]http://public.blu.livefilestore.com/y1pJ61ctQy7fnwMFZs0LgeMAnToQbzUlbJQPU9Cq1dmDiSUbdrgpocpNgYe75hxm7znE3UtNIhrcBpPli0i7YI1Xg/Joker%20KF%20Axe%203%20-Fixed.jpg?psid=1[/img_thumb] [img_thumb]http://public.blu.livefilestore.com/y1puFxP4G4ndwvPDjp-CA8xI3CDJnS_63tLeVY3tQRHuNcWpBe8gM4UqY6t1pFO2ax-uL0whbob_Oq6GdBoM-kE5w/Joker%20Fallout%203%20Katanna.jpg?psid=1[/img_thumb]
Edit 2: Just to clarify a w_model is the one other people see when using a weapon, a v_model is the one you only see. w_models can also be spawned as props.
[QUOTE=Silver Spirit;22692090]
I bet that makes very little sence but thats what I do ^^
[/QUOTE]
yeah it did XD but i think i can just about understand it, also thanks jason for the basic .qc
EDIT: ok just reading im confused on the whole replacing the crowbar
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