How Do I Reorgin My Weapon?
zwing
Join Date: 2004-04-21 Member: 28071Members
I just hacked into a knife model by adding an additive and now my origins are mest up.
How would I change them? I would like my weapon to be moved 16 Y. Sadly I could not move them in Jed's HLMV and in Milkshape, when I select the bones and faces, the joints would not move correctly.
How would I change them? I would like my weapon to be moved 16 Y. Sadly I could not move them in Jed's HLMV and in Milkshape, when I select the bones and faces, the joints would not move correctly.
Comments
add another one (copt past the eyeposition one to get the format/to be lazy) and it's name is $orgin (or however you wanna spell it)
it's got the same dealio as eye position, but in ns, eyeposition isn't used.
i *THINK* it's x y z, but i'm not 100% on that.
$orgin 0.000000 16.000000 0.000000
like this, it wouldnt compile with Jed's HLMV.... and I cant try it on Milkshape considering it wont do addic.
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$origin 1 2 4
$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
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It is the x/y/z OF JED'S HLMV, I think it differs from normal Milkshape values. So go into Jed's, origin it right and enter these coords behind $origin in the .qc.