Bug with the standard weapons.

Hello,

I have finished porting Wolfenstein the new order deathshead commando model into Gmod but i have this bug.

Could someone help me fix this bug please ?

EDIT: Fixed.

EDIT 2: Hitboxes are larger than the model.

Are the hand and finger bones defined on the Valve biped? Did you $definebone them in your QC?

Yeah but i have already fixed it, thanks anyway

I have used this solution: http://forum.facepunch.com/showthread.php?t=1313673

That’s a hacky fix: I was stupid at the time and didn’t know how to rig it properly. That solution fucks with hitboxs a lot

I see the hitboxes are larger than the model itself then do you have any solution ?

Can you put your QC and SMDs in some pastebins and post the links here?

Here

QC: http://pastebin.com/c9B2CSc6

SMD reference:For some reason, i can’t add the reference smd on pastebin.

SMD physics:http://pastebin.com/xmpHC020

SMD ragdoll:http://pastebin.com/sFY7h7QP

Rerig the playermodel to not have the weapon_bones. Those are for CS:S and are in the wrong place for GMod. Use these attachments in your QC. Make sure you also have $hbox “default” enabled to rebuild the hbox correctly.


$attachment anim_attachment_RH "ValveBiped.Bip01_R_Hand" 0 0 0 rotate -90 0 -90
$attachment anim_attachment_LH "ValveBiped.Bip01_L_Hand" 0 0 0 rotate -90 0 -90

Thanks a lot code_gs for your kind help and it did worked.

Sorry for the bump but i have another bug with the flashlight position

and anyone have an idea of what i can do with these hitboxes ?

Not sure about the flashlight; I have no idea how Source positions that. As for the hitbox, you can generate a new one in the SDK MDL Viewer manually.

I have searched in Google for the flashlight bug but i didn’t find anything about it and i have fixed the hitboxes.