u didnt add the black hands skin either <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I tried this rifle today, if you dont mind being denied access to some servers because of model inconsistancy its a great rifle! Credit to the modelor for putting in every single hole in that gun, (though it ended up a little heavy on the polygon side) Though again a great job on the model. The only thing i could ask is that someone stick an aimpoint on the thing somewhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Darkbolt101+Jan 12 2003, 05:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Darkbolt101 @ Jan 12 2003, 05:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the model looks neat, my only gripe about this model is that the gun looks kind of small, like a stick<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> It doesn't feel that way in-game. If it appears that way in the screenies it's just because it's a very long gun.
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However, since I don't really understand how to position the muzzle flash or make the HA v_mdl, I'm leaving it for other people to finish if any modellers want to have a go.
Could someone do a mortia sound? Also DarkB5 i understand how to edit the qc and recompile, but i don't understand the co-ordinates, coulfd you copy/payste the corrected co-ordinates out of the qc please.
Yeah, I don't think the pulse rifle sound I had before sounded right while using this gun. What I did for now (or maybe for awhile, it's a nice sound) was go through my CS folder and used one of the custom sounds I d/l ed for the AUG from a BlackHawk Down sound pack by Freedom Fighters. Here it is for those who want to try it.
<!--QuoteBegin--Souris+Jan 11 2003, 10:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Souris @ Jan 11 2003, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"all the bugs" as in "the one solitary bug it has"? No, the muzzle flash isn't fixed either. I'm not a modeller, so I don't really know how to do that.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Muzzle flash isn't the only thing...the origins arent right. The gun looks too small and too far away and When you fire you can see the back...or should I say the absence of the back of the left arm. The hands also have a problem finding the grip...The left hand starts right at the spot after the trigger then once you fire or move a little it moves up to where it should be.
dude i do not have the muzzel flash set right it is the same as in the compile i never fixed it i just gave it out i am telling you how to fix the muzzel flash your self if i just copy and past what is in my QC it be the same as what is in your QC
yeah get em fixed! real nice gun, but anms let it down <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Yeah, there are a few bugs. One, the muzzleflash is too far back, and another is that during the fire animation the arm goes so far forward that you can see the end of the arm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Can someone fix these?
gah, i know for a fact that fixing this would take almost no time at all, if someone told me what i had to do to the qc to fix the muzzle flash i would do it, what darkB5 told me was well, wrong, it did nothing to the flash and moved the gun so far back you could only see the tip of the barrel. If someone tells me what i need to do to the qc to fix it, then i'll do it and release. the muzzle flash is my only gripe, i can deal with the hand etc,
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> z is forward and back y is up and down.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> read my post fool
Ive reanimated it, and scaled i down some. i still need to fix some animaitons though. the forums aren't letting me, so anyone intrested in seeing it can contact me on AIM
Finding the right place to put the muzzle flash is easy. Simply compile the model, and look at it through HL MV. In HLMV, check the ATTACHMENTS box. You'll see a line appear with a dot on the end. This is where the muzzle flash will appear. Then, simply edit the 3 numbers of the attachments in the .qc file until the dot is in the right place! Voila!
Thats the only way beleive me. I've done it tons of times before and trial and error is the only way to go for this.
if the gun moved back, then you edited the wrong line. You changed the numbers of the $ORIGINS line instead of the ATTACHMENT line. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Comments
Did you take any inspiration from the SA 80? I notice a few similarities, the magazine at the back being one.
That looks much more powerfull than HMG !!!
would that affect anything?
// 1 attachments
$attachment 0 "Bone53" 0.000000 0.000000 0.000000
Being the fallowing ------>X --------->Y -------->Z
exsample
// 1 attachments
$attachment 0 "Bone53" 1 23 2.5
hope that help you guys i sorry i just lost the will to compile this i got busy with issues and life and ran out of time
It doesn't feel that way in-game. If it appears that way in the screenies it's just because it's a very long gun.
---
However, since I don't really understand how to position the muzzle flash or make the HA v_mdl, I'm leaving it for other people to finish if any modellers want to have a go.
-jim
Muzzle flash isn't the only thing...the origins arent right. The gun looks too small and too far away and When you fire you can see the back...or should I say the absence of the back of the left arm. The hands also have a problem finding the grip...The left hand starts right at the spot after the trigger then once you fire or move a little it moves up to where it should be.
basicly it just X Y Z
X is left and right
Y is forward and back
Z is up and down
One, the muzzleflash is too far back, and another is that during the fire animation the arm goes so far forward that you can see the end of the arm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Can someone fix these?
How about that reanimated pulse rifle you did? I don't remember seeing a release...
Simply compile the model, and look at it through HL MV.
In HLMV, check the ATTACHMENTS box.
You'll see a line appear with a dot on the end.
This is where the muzzle flash will appear.
Then, simply edit the 3 numbers of the attachments in the .qc file until the dot is in the right place!
Voila!
Thats the only way beleive me. I've done it tons of times before and trial and error is the only way to go for this.
if the gun moved back, then you edited the wrong line. You changed the numbers of the $ORIGINS line instead of the ATTACHMENT line. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->