Welcome, Guest. Please login or register.
Did you miss your activation email?
July 29, 2010, 12:42:43 PM

Login with username, password and session length
Search:     Advanced search
Radio is offline
* Home Help Help Search Calendar Login Register
HIT Forums  |  Developers Discussion  |  General Chat  |  Gold Source Tutorials  |  Topic: How to change the Origins on a Weapon Model 0 Members and 1 Guest are viewing this topic. « previous next »
Pages: 1 [2] Print
Author Topic: How to change the Origins on a Weapon Model  (Read 3836 times)
the w00t
Loaded With Guns
Alien Grunt
******
Offline Offline

Posts: 393


WTF m8.


View Profile
« Reply #15 on: January 29, 2006, 08:23:22 PM »

Nice bump.
Nice job not noticing a sticky.
Anyways, this is a good tutorial.
Logged

Quote
I've onced tried to ride my bike out of the garage while it was closing and crushed myself for like IDK like 5 minutes

Quote
was the bike alright?
TheInternetS
*Insert witty comment here*
Alien Grunt
******
Offline Offline

Posts: 266


Adrian Shepard fanboy


View Profile
« Reply #16 on: March 07, 2006, 12:25:03 AM »

Would this tut work for Source?
Logged

"I've killed twelve dumbass scientists and not one of them fought back. This SUCKS!" ~Unnamed Soldier.
James
Throw THIS at THAT!
Global Moderator
Gonarch
*******
Offline Offline

Posts: 3664


<3


View Profile WWW
« Reply #17 on: March 09, 2006, 05:53:52 PM »

No, I don't think it will, although don't quote me on that.
Logged
SureShot
Gonarch
********
Offline Offline

Posts: 1671



View Profile WWW
« Reply #18 on: March 09, 2006, 06:19:40 PM »

No, I don't think it will, although don't quote me on that.

Its almost exactly the same.  I cant remember if there is anything extra you have to do.
Logged

TheInternetS
*Insert witty comment here*
Alien Grunt
******
Offline Offline

Posts: 266


Adrian Shepard fanboy


View Profile
« Reply #19 on: March 10, 2006, 09:04:54 PM »

Thanks. I'll be sure to try this out.
Logged

"I've killed twelve dumbass scientists and not one of them fought back. This SUCKS!" ~Unnamed Soldier.
the w00t
Loaded With Guns
Alien Grunt
******
Offline Offline

Posts: 393


WTF m8.


View Profile
« Reply #20 on: March 11, 2006, 11:41:20 PM »

Compiling for source may be a bit more difficult-there are more things you can mess up.
Logged

Quote
I've onced tried to ride my bike out of the garage while it was closing and crushed myself for like IDK like 5 minutes

Quote
was the bike alright?
TheInternetS
*Insert witty comment here*
Alien Grunt
******
Offline Offline

Posts: 266


Adrian Shepard fanboy


View Profile
« Reply #21 on: March 12, 2006, 08:57:54 PM »

Yeah no kidding. I had to give up. Oh well, I was never gifted with the ability to figure out editing software.
Logged

"I've killed twelve dumbass scientists and not one of them fought back. This SUCKS!" ~Unnamed Soldier.
jack-wonrz
Stomped by a Noble Prancing
Gargantua
*******
Offline Offline

Posts: 880



View Profile
« Reply #22 on: March 13, 2006, 09:02:54 PM »

Its almost exactly the same.  I cant remember if there is anything extra you have to do.

There sure is something else... so far every weapon model I managed to re-origin and recompile seemed to look as if the recoil were almost zero, while in-game. It didn't show up in mdlv, though.
Logged


Quote from: DiamonD
God dammit, if people just spent a few more minuits on thier compiles it'd be alot better
scottjames
Snark
**
Offline Offline

Posts: 20


View Profile
« Reply #23 on: July 10, 2008, 12:39:49 AM »

Guys Im having a problem this is my QC file...

/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

v_9mmhandgun.mdl

Original internal name:
"v_9mmhandgun.mdl"

==============================================================================
*/

$modelname "v_9mmhandgun.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)
$body "studio" "v_m6d"

$body "studio" "v_hands"


// 1 attachment(s)
$attachment 0 "frame gun" 5.000000 0.000000 2.500000

// 17 hit box(es)
$hbox 0 "frame r forearm" -2.870000 -2.300000 -2.910000 10.886317 3.770000 3.300000
$hbox 0 "frame r wriste" -21.217194 -1.620000 -2.340000 3.676254 9.399000 1.970000
$hbox 0 "frame gun" -3.580000 -0.910000 -2.350000 5.140000 0.910000 3.920000
$hbox 0 "frame magazine" -1.190000 -0.590000 -5.210000 1.310000 0.590000 2.120000
$hbox 0 "frame slide" -2.280000 -0.720000 -0.870000 4.140000 0.720000 0.600000
$hbox 0 "frame l forearm" -2.860000 -3.770000 -2.910000 10.893662 2.300000 3.300000
$hbox 0 "frame l wriste" -0.990000 -0.900000 -2.340000 3.676435 1.620000 1.970000
$hbox 0 "frame l middle mid" -0.790000 -1.030000 -0.470000 1.213575 0.500000 0.550000
$hbox 0 "frame l middle tip" -0.540000 -0.910000 -0.490000 1.430000 0.450000 0.520000
$hbox 0 "frame l ring tip" -0.670000 -0.990000 -0.450000 1.340000 0.380000 0.570000
$hbox 0 "frame l thumb low" -0.150000 -0.340000 -0.090000 2.840000 1.220000 1.270000
$hbox 0 "frame l thumb mid" 0.000000 -0.220000 -0.670000 2.060000 1.070000 0.490000
$hbox 0 "frame r middle mid" -0.780000 -0.500000 -0.480000 1.224343 1.030000 0.550000
$hbox 0 "frame r middle tip" -0.540000 -0.450000 -0.500000 1.430000 0.910000 0.520000
$hbox 0 "frame r ring tip" -0.660000 -0.390000 -0.450000 1.360000 0.990000 0.570000
$hbox 0 "frame r thumb low" -0.150000 -1.220000 -0.000001 2.830000 0.660000 1.290000
$hbox 0 "frame r thumb mid" 0.000000 -0.840000 -0.330000 2.080000 0.580000 0.950000

// 10 animation sequence(s)
$sequence "idle1" "idle1" fps 30 loop { event 5004 1 "weapons/md5_posing.wav" }
$sequence "idle2" "idle2" fps 30 loop
$sequence "idle3" "idle3" fps 30 loop
$sequence "shoot" "shoot" fps 30 { event 5001 0 "11" }
$sequence "shoot_empty" "shoot_empty" fps 30 { event 5001 0 "11" }
$sequence "reload" "reload" fps 30 { event 5004 1 "weapons/md5_reload.wav" }
$sequence "reload_noshot" "reload_noshot" fps 30 { event 5004 1 "weapons/md5_reload.wav" }
$sequence "draw" "draw" fps 30 { event 5004 1 "weapons/md5_ready.wav" }
$sequence "holster" "holster" fps 30 { event 5004 1 "weapons/md5_ready.wav" }
$sequence "add_silencer" "add_silencer" fps 30 { event 5004 1 "weapons/md5_melee.wav" }

// End of QC script.
 
As you can see there is no $body "gun" involved and I dont know what to do can I please get some help here?
Logged
DiamonD
Gonarch
********
Offline Offline

Posts: 2549











View Profile
« Reply #24 on: July 10, 2008, 02:17:58 AM »

Well, the "gun" in your sentence is just a name of a reference. It's not the same for every single model. The name of the ref in the QC you posted is "v_m6d."

Anyways, I find it that altering origins are very simple. Just add a qc line below $cliptotextures that says "$origin X Y Z" The x is the x value, the y is the y value, and so forth.

On a side note, you fucking bumped a 2 year old topic.
Logged
scottjames
Snark
**
Offline Offline

Posts: 20


View Profile
« Reply #25 on: July 10, 2008, 02:59:14 AM »

Thanks, I think bumping will win me a free ban >.> since I already bumped another rofl.

Edit : Btw thanks I did the right thing I just did the value type wrong. ( I didnt know you did the value that way )
« Last Edit: July 10, 2008, 03:09:32 AM by scottjames » Logged
KylerAdams
A subtly invisible
Gonarch
********
Offline Offline

Posts: 4139











View Profile
« Reply #26 on: July 10, 2008, 03:01:52 AM »

Thanks, I think bumping will win me a free ban >.> since I already bumped another rofl.

Not necessarily. You bumped it for a reason, not "omg kool 10/10" or something similar.

Your post was easy to understand. You should be fine if you keep up that stuff.
Logged


Yo dawg, I herd ya like sigs so I unbroke ya tags.
scottjames
Snark
**
Offline Offline

Posts: 20


View Profile
« Reply #27 on: July 10, 2008, 03:10:15 AM »

Not necessarily. You bumped it for a reason, not "omg kool 10/10" or something similar.

Your post was easy to understand. You should be fine if you keep up that stuff.

Oh ok thanks Kyler  Wink.
Logged
Kerc
That angry guy that keeps yelling at me for some reason oh god leave me alone pl
Gonarch
******
Offline Offline

Posts: 3254


I can't believe in myself










View Profile
« Reply #28 on: July 10, 2008, 11:01:25 AM »

Well, the "gun" in your sentence is just a name of a reference. It's not the same for every single model. The name of the ref in the QC you posted is "v_m6d."

Anyways, I find it that altering origins are very simple. Just add a qc line below $cliptotextures that says "$origin X Y Z" The x is the x value, the y is the y value, and so forth.

On a side note, you fucking bumped a 2 year old topic.
It's a sticky you douche, it doesn't count as a bump.
Logged


DiamonD
Gonarch
********
Offline Offline

Posts: 2549











View Profile
« Reply #29 on: July 10, 2008, 02:40:58 PM »

Bah, my bad. Sorry, I didn't know bumps were excluded to stickies.
Logged
Pages: 1 [2] Print 
HIT Forums  |  Developers Discussion  |  General Chat  |  Gold Source Tutorials  |  Topic: How to change the Origins on a Weapon Model « previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!