CSS V models in Gmod

Before people post links to the tutorial about how to hex models, yes, I know about Hexing and how to do that. I am trying to put the materials for this model in a new directory which is too long to be hexed into the v_model(to change it in the hex editor would overwrite the next line which is a no-no from what I’ve read, please correct me if that is not true). “No problem” I thought “I’ll just recompile it with the QC pointing to the new material path” I did that and now the CS:S view model looks like this (ignore the lack of textures, the textures are there in Gmod and work fine)

http://img707.imageshack.us/img707/6226/errorerrorerror.jpg

How do I get the pistol in the right place? This is for a swep and in Gmod the pistol shows up in more or less the right place but the hands and silencer are not visible (because they are behind the camera). I’m using XSI 6.01 and cannonfodder’s decompiler which I think might be part of the problem as it gives me an error 9 times out of 10 when I try to decompile v models with it and when it does work the qc it gives me will compile properly but the model will be disfigured in some way. I tried decompiling the v model and then recompiling that qc with no changes to anything in it and I got a similarly borked v_model.

QC:



$cd "C:\Users\Paintcheck\Desktop\PBS1\vmodels"
$modelname "css\stalker\weapons\v_pbs1.mdl"
$model "studio" "1.smd"
$cdmaterials "models\css\stalker\weapons\w_models\stalkawr\"
$cdmaterials "models\css\stalker\weapons\v_models\hands\"
$hboxset "default"
$hbox 0 "Frame" -5.264  -3.284  -0.683  3.565  1.723  0.653
$hbox 0 "Slide" -4.122  -0.883  -0.564  4.122  0.885  0.564
$hbox 0 "Box" -0.516  -0.455  -6.225  0.556  0.608  0.000
$hbox 0 "mag" -1.190  -2.178  -0.532  1.190  2.178  0.532
$hbox 0 "L_Forearm" -8.109  -1.685  -1.523  0.340  1.675  1.276
$hbox 0 "L_Wrist" -3.495  -1.486  -1.254  0.000  1.746  1.005
$hbox 0 "L_Thumb1" -1.979  -0.507  -0.685  0.000  0.834  0.689
$hbox 0 "R_Forearm" -8.109  -1.713  -1.276  0.339  1.647  1.523
$hbox 0 "R_Wrist" -3.495  -1.766  -1.254  0.000  1.448  1.005
$hbox 0 "R_Thumb1" -1.993  -0.533  -0.689  0.000  0.808  0.685
// Model uses material "v_hands.vmt"
// Model uses material "PB.vmt"
$attachment "1" "Frame" -5.80 1.30 -0.00 rotate -0.00 0.00 0.00
$attachment "2" "Slide" 0.30 0.50 0.00 rotate -40.00 120.00 60.00
$surfaceprop "default"
$illumposition 8.263 2.802 -8.118
$sequence idle "idle" ACT_VM_IDLE_SILENCED 1 fps 16.00
$sequence shoot1 "shoot1" ACT_VM_PRIMARYATTACK_SILENCED 1 fps 25.00 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence shoot2 "shoot2" ACT_VM_PRIMARYATTACK_SILENCED 1 fps 25.00 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence shoot3 "shoot3" ACT_VM_PRIMARYATTACK_SILENCED 1 fps 25.00 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence shootlast "shootlast" ACT_VM_DRYFIRE_SILENCED 1 fps 25.00 {
  { event 5001 0 "1" }
}

$sequence reload "reload" ACT_VM_RELOAD_SILENCED 1 fps 37.00 {
  { event 5004 0 "Weapon_USP.Slideback2" }
  { event 5004 17 "Weapon_USP.Clipout" }
  { event 5004 40 "Weapon_USP.Clipin" }
  { event 5004 78 "Weapon_USP.Sliderelease" }
}

$sequence draw "draw" ACT_VM_DRAW_SILENCED 1 fps 48.00 {
  { event 5004 26 "Weapon_USP.Slideback" }
}

$sequence add_silencer "add_silencer" ACT_VM_ATTACH_SILENCER 1 fps 37.00 {
  { event 5004 20 "Weapon_USP.AttachSilencer" }
}

$sequence idle_unsil "idle_unsil" ACT_VM_IDLE 1 fps 16.00
$sequence shoot1_unsil "shoot1_unsil" ACT_VM_PRIMARYATTACK 1 fps 25.00 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence shoot2_unsil "shoot2_unsil" ACT_VM_PRIMARYATTACK 1 fps 25.00 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence shoot3_unsil "shoot3_unsil" ACT_VM_PRIMARYATTACK 1 fps 25.00 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence shootlast_unsil "shootlast_unsil" ACT_VM_DRYFIRE 1 fps 25.00 {
  { event 5001 0 "1" }
}

$sequence reload_unsil "reload_unsil" ACT_VM_RELOAD 1 fps 37.00 {
  { event 5004 0 "Weapon_USP.Slideback2" }
  { event 5004 17 "Weapon_USP.Clipout" }
  { event 5004 40 "Weapon_USP.Clipin" }
  { event 5004 78 "Weapon_USP.Sliderelease" }
}

$sequence draw_unsil "draw_unsil" ACT_VM_DRAW 1 fps 48.00 {
  { event 5004 26 "Weapon_USP.Slideback" }
}

$sequence detach_silencer "detach_silencer" ACT_VM_DETACH_SILENCER 1 fps 37.00 {
  { event 5004 20 "Weapon_USP.detachSilencer" }
}


and this is the model:

http://www.fpsbanana.com/skins/45193

Thank you

Could try “Rotate -90” in every line that has “fps” in it. Also do you have “Don’t fix rotations on animations” check on cannonfodders decompiler

id suggest adding the line “$origin 0 0 0 -90” in it once. its allot easier then adding rotate behind the FPS on every single line. and like zombie said, dont have the “Don’t fix rotations on animations” box checked.

All boxes are unchecked. I’ll try “$origin 0 0 0 -90”

Thanks.

EDIT: Tried it, no joy.

Doesn’t $origin just use XYZ

Also tried rotate -90 after all the $sequence files, didn’t work either.

Bump.

Tried compiling it into CSS instead of HL2 like I was doing but still gives me this issue, even when I use the .qc from the decompiled v model and just try to recompile it again without changing anything which leads me to believe something is getting fucked up in the decompile.

ofcourse im now wondering why the origin thing wont work, as it does work for me. you didnt put the quote marks in it too did you?

I just encountered this problem with a newer model for the USP. It’s apparently copying a bone (normally one around by the neck area) and parenting the arms to it so they won’t move with the gun at all (since usually the actual weapon is separate from the hands).

Yeah no quotes in there.

I tried recompiling another v_model that didn’t have a silencer because I thought that might be the issue but I have the same problem with that: the gun and the arm are not in the right places.