Blogs RSS feed - Bobito_Pawner - Mod DB Subscribe to the Mod DB Bobito_Pawner blog feed, and get the latest updates as they are posted. en-us Sat, 22 Jul 2017 16:01:51 +0000 Copyright 2017, DBolical Pty Ltd Articles 180 Blogs RSS feed - Bobito_Pawner - Mod DB 120 90 Half-life Realms Short Content Preview Tue, 22 May 2012 15:20:24 +0000 articles102654 The Half-life Realms Preview Half-life Realms is a mod pertaining to Battle Realms. <strong><em>Different Characters to be used:</em></strong> Peasants Spearmen Ninja's Samurai Ronin Musketeer and many more. :) <strong><em>Weapons depend on what character you control.</em></strong> Spearmen uses spear, with some skills and abilities, Samurai's uses Double-edged Sword with some abilities. <strong><em>All fighting units have abilities and skills to be used.</em></strong> <strong><em>All units can run, and when they stop moving, they regain back their energy.</em></strong> To increase attack power, you need to gain Yin/Yang, depends on your team. ( WIP ) <strong><em>Teams are:</em></strong> Lotus Wolf Dragon Serpent <strong><em>Link:</em></strong> <strong> </strong>[center]<em><span style="text-decoration: underline;"><span style="font-family: __;"><strong><span style="color: #ff0000;"><strong><strong>Half-life Realms</strong></strong></span></strong><span style="color: #ff0000;"><strong><strong> </strong></strong></span></span></span></em>[/center] <a href="" target="_blank" title="Half-life Realms mod"><img src="" alt="Half-life Realms mod" width="125" height="125" /></a> Changing Origins on A vee model Thu, 07 Apr 2011 07:29:53 +0000 articles78805 <em><strong>Changing Origins on a vee model</strong></em> Programs needed :Jed's Half Life Model Viewer, Milkshape 3D 1.8.4 <strong>1.</strong> Make a folder somewhere at your desktop or whatever but make sure that you can remember where it is,Then put your V model inside the folder. <strong>2.</strong> Now open Jed's Half Life Model Viewer, Now open the model that you want to change the origin. <strong>3.</strong> Now got to the origin tab, Now the X presents the left and right if u put - Tt will go to the left if it's not - It will go to right,the Y presents length of the gun view,the Z represents low and high, do whatever you want with it don't close it yet we gonna need it later. <strong> 4.</strong> Now open Milkshape 3D 1.8.4, go to Tools>Kratisto's Half Life MDL Decompiler 1.2, now a window will open, now go to the folder and find the file and it will decompile the files of the model. ( Includes the textures, the qc files and the sequences and references. ) <strong>5.</strong> <em><strong>A.)</strong></em> Now open the .qc file and find the line "$eyeposition" and put a new line on top it ( there 3 lines so go to the second line at the back press enter 3 times and go to the middle line ) <em><strong>B.)</strong></em> If there were no "$eyeposition", find the line "$cliptotextures" then press enter to for a blank line. <strong>6.</strong> Now type there $origin 0 0 0 <strong> 7.</strong> Now edit the Zero's to the numbers that you made in Jed's Half Life Model Viewer. <em> Example: </em>$origin 2 4 2 <strong>8.</strong> Now save as and override the old .qc file not the text file! The all files and type it v_.qc. <strong> 9. </strong>Now open Milkshape 3D 1.8.4 and go to Tools > Half Life > Compile QC File > <strong>10.</strong> It will compile your file and the newly created model file will be in the folder that you made!