Viewmodel "Hacking"

Now only a few days ago I came across one gun which looked very , very sci-fi-esque.
[img_thumb]http://dog.fpsbanana.com/ss/skins/27417.jpg[/img_thumb]
However , I despise the vertical grip , and crave for some sort of sight to be on the picatinny rail.
So I downloaded the model and uncompiled it with cannonfodder’s decompiler.

So far I have

http://filesmelt.com/dl/protorifle.JPG

Without textures for some reason.
I got rid of the vertical grip but because the decompiler is unreliable , the bones are leaving a few vertices , making the hand , well… weird

http://filesmelt.com/dl/protorifle1.JPG

Compare with

http://filesmelt.com/dl/protorifle2.JPG

Could anyone come up with any fixes or will I have to rig the arms again? If I have to redo it it isn’t much of a problem as having gordon arms would be better. However , deleting bones appears to bugger up the whole weapon. And I don’t want to do that.

Also , a little request , if anyone has any holographic sights / acog scopes as a model , could you please send me it?
I’m thinking of putting them on as bodygroups , then with the help of a lovely lua coder , making the weapon have custom sights.

Any help is appreciated.
Thanks in advance!

If you want to delete bones (and you dont have Milkshape or the bones is in the middle of the hierarchy somewhere), do it in the SMD in notepad its alot less damaging (as long as you re-adjust the hierarchy).

Not entirely sure how to do that. Do I just delete


version 1
**nodes
  0 "L_Armdummy" -1
  1 "L_Upperarm" 0
  2 "L_Forearm" 1
  3 "L_Wrist" 2
  4 "L_Thumb1" 3
  5 "L_Thumb2" 4
  6 "L_Thumb3" 5
  7 "L_Index1" 3
  8 "L_Index2" 7
  9 "L_Index3" 8
  10 "L_Mid1" 3
  11 "L_Mid2" 10
  12 "L_Mid3" 11
  13 "L_Ring1" 3
  14 "L_Ring2" 13
  15 "L_Ring3" 14
  16 "L_Pinky1" 3
  17 "L_Pinky2" 16
  18 "L_Pinky3" 17
  19 "R_Armdummy" -1
  20 "R_Upperarm" 19
  21 "R_Forearm" 20
  22 "R_Wrist" 21
  23 "R_Thumb1" 22
  24 "R_Thumb2" 23
  25 "R_Thumb3" 24
  26 "R_Index1" 22
  27 "R_Index2" 26
  28 "R_Index3" 27
  29 "R_Mid1" 22
  30 "R_Mid2" 29
  31 "R_Mid3" 30
  32 "R_Ring1" 22
  33 "R_Ring2" 32
  34 "R_Ring3" 33
  35 "R_Pinky1" 22
  36 "R_Pinky2" 35
  37 "R_Pinky3" 36
  38 "main" -1
  39 "vertgrip01" 38
  40 "charger" 38
  41 "selector" 38
  42 "trigger" 38
  43 "mag release" 38
  44 "mag" -1
  45 "bullet" 44
end**
skeleton
time 0
  0 12.892119 -7.599294 -3.279427 0.000000 1.276767 0.000000
  1 -0.023288 0.041601 -0.000000 0.510140 0.835845 -0.969449
  2 11.072353 -0.043445 -0.000001 -0.000000 0.000000 -0.993753
  3 8.108974 -0.000000 0.000001 -


That would delete all the bones and as thats a sequence SMD. would probberly not then load :confused:

Just got bored and decided to remove the bones and arms using a bunch of stuff , now got the weapon itself properly done. Scaled it up , added in gordon hands… Now just to animate.
Still need a holographic / Acog sight

Ach , this is too hard. I’m going to leave the grip in.
I’ll just put on the holosight I found on fpsbanana.

Anyone know how , though , if I stick this on , how i’ll keep it on for the animations?

If you put the sight in the model SMD (or as a bodygroup) and rig it to the skeleton, it will move where the bone you rigged it to does.

Ah , and then just export the refernce SMD…

Thanks silver :golfclap:

np :slight_smile: