I do stuff. Modelling, texturing. Stuff like that. Stuffy stuff. Stuffy things. Stuff AND things.

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Post comment Comments  (10 - 13 of 13)
ÐiamonÐ
ÐiamonÐ Feb 28 2008, 2:10pm says:

howdy Nige111

+2 votes     reply to comment
Mr_Green
Mr_Green Apr 30 2007, 2:28pm 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?

+2 votes     reply to comment
Rimrook
Rimrook Feb 12 2008, 4:28pm 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.

+3 votes     reply to comment
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