nige111

Nathan Aston joined Nov 14, 2005

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We're sorry, but no blog posts were found here. Boring yes, but as confucius always said - if you have nothing good to say, why say anything at all? Check back later, perhaps something exciting will pop-up and be worth blogging about, like season 3 of the teletubbies.

Speak your mind, rant about games, mods and the development scene, it's simple and who knows maybe someone will read it and agree. It will feel right!

Comments
Rimrook
Rimrook Apr 26 2008, 11:32pm says:

i'm terribly sorry for not responding, im madly busy lately and rarily check my moddb. I was thinking to revive each of the weapons and showcasing them on my website. I'll let you know when I get some done so you can have them. Only, they will be of a high prestige quality.

I'm still learning too.

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nige111
nige111 May 3 2008, 8:41am replied:

It's no problem. :)

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_DiamonD_
_DiamonD_ Feb 28 2008, 1:10pm says:

howdy Nige111

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spetsnaz_alfa
spetsnaz_alfa Apr 30 2007, 1:28pm says:

How do you do it?

Whenever I try to alter the weapons through QC files of each model, most of the time weapons come through in unusual positions or too small (most noticable on the PK machinegun), and that looks awful.

Is there a different way to go about it that preserves the weapons as a decent size?

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Rimrook
Rimrook Feb 12 2008, 3:28pm replied:

when modelling, you line up a camera and set it to the perspective that matches the game, for starts. this lets you preview what you will see ingame.

second, size doesn't matter but if its too large, it will cut into walls and such, to make it relative to the player which is 72 units high, so a machine gun would be like 40 to 48 units long.

when done animating and everything, decompile the original weapon model and copy the QC script entirely to your new models folder. only alter the names of the sequences and the reference models. the positioning is already set, so you won't need to change this.

for player models, use a similar method, or even open a decompile smd of the reference and delete the mesh, but not the bones, and physique or skin your new mesh to the old bones, take note how large your weapon is compared to the old one before you get rid of it, and also pay attention to where the player holds the weapon.

those are the bottom most guidelines.

which reminds me, if you still need the turnstile weapons, i must warn you that they were never properly completed and the ones i used were betas. if you want them to fix them up, i can still get them to you. in fact, they are in high demand and many would like to get their hands on them. you may earn some status if you fix them up and texture them properly. i'm just saying.

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