Those origins would be appropriate for a bazooka....
I'd like to see pics of any reskins before we talk release...
Oh, and Kaine, Dr.X, and especially Evil_Ice, thanks for understanding the concept of <u>constructive</u> criticism... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm using them because HL distorts the whole gun too much with the default origins <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
very well done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
well... i dont like the origins of this model (i changed them already) but the reload animation is.... omg... PLZ REANIMATE!!!! and the draw animation doesnt look quite good...
<!--QuoteBegin-Lord Maldazzar+Jul 18 2004, 11:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lord Maldazzar @ Jul 18 2004, 11:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well... i dont like the origins of this model (i changed them already) but the reload animation is.... omg... PLZ REANIMATE!!!! and the draw animation doesnt look quite good... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> hm... what origins did you use?
Try Ice's suggestion, it looks good, if I rerelease it, I'll use them: -1 1 1 I think I'll use them for my personal compilation, anyway... gotta redo the arms to fit my player model...
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
Ok guys, I'm glad your not taking my criticism the wrong way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> I just wanna help, so that's why I'm doing this, and Panaka don't take offence:
do NOT use the method Panaka described to change model origins, that causes many kinds of texture misalignments, as well as other model distortions through the decompile and recompilation process, instead do THIS:
download "Jed's HLMV" as the normal HLMV is pathetic... <a href='http://www.wunderboy.org/download.php?file=hlmv12_setup.zip&s=1' target='_blank'>Jed's HLMV version 1.2</a> I also suggest nearly everyone to download it, because it is a great tool for MANY MANY things that you can do with models in HalfLife mods, all of them from DoD, to CS, NS, FA, TS, and any other mods you people wanna play, as well as being good for just viewing models without having to use them in game, which can be a hassle some times... Now, open this application, and you'll notice a tab on the bottom of the view window, that says "Weapon Origin" open this tab, and you can play with the origin offsets, in real time, so you can see your offsets effect and how they would look in game, now once you have it looking PERFECT, just the way you want it to look, you simply goto the File menu, and select "Save Model As" and just save it as whatever your replacing, and in game it will use those origins, and without all the messy nasty recompilation distortion! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> get to it soldiers <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Actually, Panaka is entirely correct on how to change the origin... HLMV does not alter the *.qc, it only allows you to <i>test</i> origins before you recompile the model...
<!--QuoteBegin- Jed's HLMV Readme+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ( Jed's HLMV Readme)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Q) How do I save my new origin's into my model? A) Decompile your v_model and add and $origin line into your QC file and re-compile. A tutorial on doing this using HLMV can be found at: <a href='http://homepage.ntlworld.com/scitzo/hlmvtut.htm' target='_blank'>http://homepage.ntlworld.com/scitzo/hlmvtut.htm</a><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Attempting to alter the position of the ref model in MS3d is what will cause the misalignments. $origin only alters the position of the model in reference to the viewpoint...
<!--QuoteBegin-Evil_Ice+Jul 19 2004, 05:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil_Ice @ Jul 19 2004, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok guys, I'm glad your not taking my criticism the wrong way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> I just wanna help, so that's why I'm doing this, and Panaka don't take offence:
do NOT use the method Panaka described to change model origins, that causes many kinds of texture misalignments, as well as other model distortions through the decompile and recompilation process
[...] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> it's okay, I won't take it as an offence <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Maybe when you use the old/crappy MS3D decompiler... I use mdldec and some newer studiomdl version (with GUI ^^ ) for decompiling/compiling. Works fine so far. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
Brimstone, you don't need to even touch the .qc file, all you do is punch in the origins you like, then save the model, well at least in the copy of HLMV I've got, it's alot faster than having to decompile the model, and alot cleaner...
<!--QuoteBegin-Evil_Ice+Jul 19 2004, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil_Ice @ Jul 19 2004, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Brimstone, you don't need to even touch the .qc file, all you do is punch in the origins you like, then save the model, well at least in the copy of HLMV I've got, it's alot faster than having to decompile the model, and alot cleaner... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> jed's hlmv? the new version? it doesnt save origins... last i knew
u gotta change the skin colors to match, there DARK orange and dont match the hands, and look funny too <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> (along with the origins to match up with the Xhair)
<!--QuoteBegin-DR_FUZZY+Jul 20 2004, 06:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DR_FUZZY @ Jul 20 2004, 06:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Animations couldent have used any more than 3 or 4 keyframes in the reload o.O
Ugh
I'll do new animations tomorow maybe. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I really want to see that done! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Dont fuss too much the animations are a 30 minuite job. And yes, i know the ha clips a little with the gun, but its not that noticeable. Pay attention to what you shooting and you wont see it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<span style='color:purple'>(uses smoke effects too D:)</span>
Now updated with black hands instead of red <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Dont fuss too much the animations are a 30 minuite job. And yes, i know the ha clips a little with the gun, but its not that noticeable. Pay attention to what you shooting and you wont see it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<span style='color:purple'>(uses smoke effects too D:)</span> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Good job, but for the love of the gorge fix the uvmap on the hands and gun! It moves when you decompile! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
those are cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Dr.Fuzz, just what part of "ask before releasing any modifications" do you not understand? <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
now you know how to use it.... you love smoke don't you? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I like th emodel a lot, but one thing bothers me...the hands. More specifically, the black skin. For a start, it just looks so...well, odd. Not to mention it looks so out of place when switching weapons (because my other weapons have white hands (default models). Any way to fix this or some setting I'm missing somewhere to force it to use the white hands?
i use spec ops hands and stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
everybody crits the skin, the origins,omj i want teh starcraft arms, it looks kinda odd,the metal looks like plastic, and so on. this is nothing hard to fix
the point is
the animations suck so badly...
the model is cool..but you should not have released it like that. it looks like a retard is handling this killstick of dewm.
and i think the reloading sequence should work like the handle is ejecting the magazine. your version of the sequence is kinda disapointing .....
this model begs for very customized animations... im very sad it got released like that.
<!--QuoteBegin-CaptainPanaka+Jul 20 2004, 02:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Jul 20 2004, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> at least it got released, (not like other stuff.... malice... *cries* D: ) so people can work "open" on the things that bugs them... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> i forgot something to say. he should better have released it without all.. maybe its hard to say that,but it saddens me to see such beautifull work crappyfied like that.
and if someone gives me a zeroed heavy armor ref skelleton i rig the malice up in notime.....
hm... I just got the one skeleton here that I already gave to you... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> or the crappy standard one <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Comments
Those origins would be appropriate for a bazooka....
I'd like to see pics of any reskins before we talk release...
Oh, and Kaine, Dr.X, and especially Evil_Ice, thanks for understanding the concept of <u>constructive</u> criticism... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm using them because HL distorts the whole gun too much with the default origins <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
lol <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
very well done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
/uses
damn ... i love this gun
but the reload animation is.... omg... PLZ REANIMATE!!!!
and the draw animation doesnt look quite good...
but the reload animation is.... omg... PLZ REANIMATE!!!!
and the draw animation doesnt look quite good... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hm... what origins did you use?
I think I'll use them for my personal compilation, anyway... gotta redo the arms to fit my player model...
but 0 -8 2 looks fine, too
ill play around a bit with origins..
I just wanna help, so that's why I'm doing this, and Panaka don't take offence:
do NOT use the method Panaka described to change model origins, that causes many kinds of texture misalignments, as well as other model distortions through the decompile and recompilation process, instead do THIS:
download "Jed's HLMV" as the normal HLMV is pathetic...
<a href='http://www.wunderboy.org/download.php?file=hlmv12_setup.zip&s=1' target='_blank'>Jed's HLMV version 1.2</a>
I also suggest nearly everyone to download it, because it is a great tool for MANY MANY things that you can do with models in HalfLife mods, all of them from DoD, to CS, NS, FA, TS, and any other mods you people wanna play, as well as being good for just viewing models without having to use them in game, which can be a hassle some times...
Now, open this application, and you'll notice a tab on the bottom of the view window, that says "Weapon Origin" open this tab, and you can play with the origin offsets, in real time, so you can see your offsets effect and how they would look in game, now once you have it looking PERFECT, just the way you want it to look, you simply goto the File menu, and select "Save Model As" and just save it as whatever your replacing, and in game it will use those origins, and without all the messy nasty recompilation distortion! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
get to it soldiers <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--QuoteBegin- Jed's HLMV Readme+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ( Jed's HLMV Readme)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Q) How do I save my new origin's into my model?
A) Decompile your v_model and add and $origin line into your QC file and re-compile.
A tutorial on doing this using HLMV can be found at:
<a href='http://homepage.ntlworld.com/scitzo/hlmvtut.htm' target='_blank'>http://homepage.ntlworld.com/scitzo/hlmvtut.htm</a><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Attempting to alter the position of the ref model in MS3d is what will cause the misalignments. $origin only alters the position of the model in reference to the viewpoint...
I just wanna help, so that's why I'm doing this, and Panaka don't take offence:
do NOT use the method Panaka described to change model origins, that causes many kinds of texture misalignments, as well as other model distortions through the decompile and recompilation process
[...] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
it's okay, I won't take it as an offence <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Maybe when you use the old/crappy MS3D decompiler... I use mdldec and some newer studiomdl version (with GUI ^^ ) for decompiling/compiling. Works fine so far. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
jed's hlmv? the new version? it doesnt save origins... last i knew
Ugh
I'll do new animations tomorow maybe.
Ugh
I'll do new animations tomorow maybe. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I really want to see that done! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Dont fuss too much the animations are a 30 minuite job. And yes, i know the ha clips a little with the gun, but its not that noticeable. Pay attention to what you shooting and you wont see it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<span style='color:purple'>(uses smoke effects too D:)</span>
Now updated with black hands instead of red <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Dont fuss too much the animations are a 30 minuite job. And yes, i know the ha clips a little with the gun, but its not that noticeable. Pay attention to what you shooting and you wont see it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<span style='color:purple'>(uses smoke effects too D:)</span> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Good job, but for the love of the gorge fix the uvmap on the hands and gun! It moves when you decompile! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
*uses*
/me goes testing asap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
everybody crits the skin, the origins,omj i want teh starcraft arms, it looks kinda odd,the metal looks like plastic, and so on.
this is nothing hard to fix
the point is
the animations suck so badly...
the model is cool..but you should not have released it like that.
it looks like a retard is handling this killstick of dewm.
and i think the reloading sequence should work like the handle is ejecting the magazine.
your version of the sequence is kinda disapointing .....
this model begs for very customized animations... im very sad it got released like that.
i forgot something to say. he should better have released it without all.. maybe its hard to say that,but it saddens me to see such beautifull work crappyfied like that.
and if someone gives me a zeroed heavy armor ref skelleton i rig the malice up in notime.....
or the crappy standard one <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->