How Do I Reorgin My Weapon?

zwingzwing 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.

Comments

  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    back into your .qc file... right under the command $eyeposition

    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.
  • zwingzwing Join Date: 2004-04-21 Member: 28071Members
    $eyeposition 0.000000 0.000000 0.000000
    $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.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->$modelname "v_hmg_hv.mdl"
    $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
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    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.
  • zwingzwing Join Date: 2004-04-21 Member: 28071Members
    i lub you man, it worked =D
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