• Problem with the angle on a custom viewmodel.
    7 replies, posted
I'm working on a little culmination of things for a gamemode, included in those is several viewmodels ripped from Cry of Fear, I've elected to rip them myself due to personal reasons (I know there's already sweps and rips on the workshop etc.) The issue I have with my ports is this: the viewmodel is turned 90 degrees to the left [IMG]http://i.imgur.com/ypJfeNN.png[/IMG] I was unsure if LUA would fix the issue, I tried and I failed, so I'm left to believe it's an issue that can be corrected through 3DS max or something.
You can change the position and rotation in a PreDrawViewModel hook
Yeppers, thanks a bunch, I played with it a bit and that seemed to solve the problem.
Can also use [code] $sequence { blablabla rotate -90 blablabla } [/code] in your .qc
Holy shit, you just blew my mind, I spent all that time fucking with LUA (Which did work, but this is just much much better), and you just swoop the FUCK in and give me a [B]FANTASTIC[/B] work around. I only want to know one thing, is there a modifier for position as well?
$origin perhaps? Toss near the top of your .qc with a positional offset in x y z format, I think you have to invert each number
[QUOTE=TFA;52396957]$origin perhaps? Toss near the top of your .qc with a positional offset in x y z format, I think you have to invert each number[/QUOTE] There's no need for adding rotate to each sequence then [code]$origin 0 0 0 -90[/code] You can also just stick origin <X> <Y> <Z> in each sequence along with rotate.
[QUOTE=Game Zombie;52398157]There's no need for adding rotate to each sequence then [code]$origin 0 0 0 -90[/code] You can also just stick origin <X> <Y> <Z> in each sequence along with rotate.[/QUOTE] When I decompiled CSO2 weapons, I found that some sequences were rotated and some weren't; I shared the sequence correction method out of habit. In this case though, I think your method does work better
Sorry, you need to Log In to post a reply to this thread.