<div class="IPBDescription">crap, quick question.</div> need to know this quickly! How do I re-orgin a weapon? I converted a FA gun into NS, and everything works, but its like...behind my head a lot so all I can see is the barrel.
Are you using jHLMV? If not be shure to get it, its great for re-origining models. You can grab it <a href='http://www.wunderboy.org/3d_games/utils/hlmv.php' target='_blank'>here</a>. After you install it there's a tab called Weapon Origin, here you can test your origins for the the X Y and Z untill you get it right. After that go into your .qc file and add the line $origin with you new X Y and Z values, like this
$origin X Y Z
I hope that helps.
Edit: Ok, here is a real quick re-origin I did to a shotgun model so you can see what it looks like, here is the .qc.
You wouldnt by anychance know how to speed up anims, would you? my draw and reload are way too slow. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> easiest way would be adjusting the FPS in the qc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
thanks pank <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Ima call you pank from now on. Why? Because thats what a husband would call his wife if her name was CaptainPanaka.
hm... yep... I always put the $origin UNDER $eyeposition and it works... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
well it works fine, but the arm is clipping right threw the gun. it should be holding the foregrip, but its "Holding" the reciever. Any ideas how to fix this? I thought it was a model thing..
<!--QuoteBegin-CaptainPanaka+Sep 9 2004, 07:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Sep 9 2004, 07:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hm... yep... I always put the $origin UNDER $eyeposition and it works... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> never works for me that way, always the way i put it :\ *shrug*
<!--QuoteBegin-funbags+Sep 9 2004, 09:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (funbags @ Sep 9 2004, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well it works fine, but the arm is clipping right threw the gun. it should be holding the foregrip, but its "Holding" the reciever. Any ideas how to fix this? I thought it was a model thing.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> wrong bone attached maybe? well... if you want to check the "origin" of the gun, import the ref files and also the idle animation. now you can see how the gun *would* look like when compiled and move it around so it fits <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
$modelname "C:\Documents and Settings\aaron\My Documents\ns skins\yeah\v_mg.mdl"
$cd "\Documents and Settings\aaron\My Documents\ns skins\yeah\"
$cdtexture "\Documents and Settings\aaron\My Documents\ns skins\yeah\"
$cliptotextures
$scale 1.0
// 3 attachments
$attachment 0 "Bone50" 0.000000 -18.500000 0.000000
$attachment 1 "Bone50" 0.000000 -1.250000 0.000000
$attachment 2 "Bone50" 0.000000 -14.250000 0.000000
// 0 bone controllers
// 5 hit boxes
$hbox 0 "Bone01" -1.720000 -8.900000 -1.020000 1.990000 0.020000 1.090000
$hbox 0 "Bone_Lefthand" -1.520000 -3.172448 -0.410000 1.250000 0.000000 0.620000
$hbox 0 "Bone02" -0.840000 -15.980000 -1.220000 0.720000 7.680000 5.560000
$hbox 0 "Bone04" -1.980000 -8.880000 -1.020000 1.730000 0.030000 1.090000
$hbox 0 "Bone_Righthand" -1.340000 -2.980000 -0.410000 1.430000 0.000000 0.630000
$bodygroup studio
{
studio "f_65m4"
}
// 6 sequences
$sequence idle "idle" fps 20
$sequence idle2 "idle2" fps 10
$sequence reload "reload" fps 20 { event 5004 13 "weapons/lmg_clipout.wav" } { event 5004 38 "weapons/lmg_clipin.wav" }
$sequence shoot "shoot" fps 20 { event 5001 0 "20" }
$sequence shoot_empty "shoot_empty" fps 20
$sequence draw "draw" fps 20 { event 5004 15 "weapons/lmg_draw.wav" }
Example would be like
$origin .5 3 -.5
(btw, thanks a lot.)
edit: And where in the qc do I put the $origin?
also, what do the numbers stand for? (I know generally, but specificaly, what is the order? xyz?
$origin X Y Z
I hope that helps.
Edit: Ok, here is a real quick re-origin I did to a shotgun model so you can see what it looks like, here is the .qc.
<!--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_sg.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$origin -3 1 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
//reference mesh(es)
$body "body" "r7a12"
// 2 skin families
$texturegroup skinfamilies
{
{ "hands.bmp" }
{ "hands_black.bmp" }
}
// 2 attachment(s)
$attachment 0 "Bone53" 0.000000 -2.000000 0.000000
$attachment 1 "Bone55" 0.000000 -2.000000 0.000000
// 6 hit box(es)
$hbox 0 "Bone51" -3.970000 -18.342178 -1.400000 3.180000 6.910000 1.790000
$hbox 0 "Bone24" -2.150000 -0.020000 -1.980000 2.110000 7.580000 1.440000
$hbox 0 "Bone26" -1.420000 -1.040000 -5.868253 14.316846 9.377198 1.110000
$hbox 0 "Bone03" -1.550000 -2.140000 -1.000000 24.669785 10.358600 10.135379
$hbox 0 "Bone04" -2.330000 -1.360000 -1.260000 0.000000 0.830000 0.160000
$hbox 0 "Bone47" -2.200000 -0.030000 -1.440000 2.050000 10.520000 1.970000
// 8 animation sequence(s)
$sequence "idle" "idle" fps 20
$sequence "idle2" "idle2" fps 10
$sequence "goto_reload" "goto_reload" fps 20 { event 5004 1 "weapons/shotgun_stock_release.wav" }
$sequence "reload" "reload" fps 22 loop { event 5004 5 "weapons/shotgun_reload.wav" }
$sequence "end_reload" "end_reload" fps 23 { event 5004 10 "weapons/shotgun_pump.wav" }
$sequence "shoot" "shoot" fps 21 {
{ event 5001 0 "30" }
{ event 7000 0 "HeavyMGSmoke" }
{ event 5001 1 "20" }
{ event 5001 2 "10" }
{ event 5004 12 "weapons/shotgun_pump.wav" }
}
$sequence "shoot_empty" "shoot_empty" fps 20
$sequence "draw" "draw" fps 30 { event 5004 5 "weapons/shotgun_draw.wav" }
// End of QC script.
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
You wouldnt by anychance know how to speed up anims, would you? my draw and reload are way too slow.
You wouldnt by anychance know how to speed up anims, would you? my draw and reload are way too slow. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
easiest way would be adjusting the FPS in the qc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
thanks pank <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Ima call you pank from now on. Why? Because thats what a husband would call his wife if her name was CaptainPanaka.
ie, my hmg's origins:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->$origin 0 2 .5
$eyeposition 0 0 0<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
i've tried just using $origin alone and it never, never works for me alone.
never works for me that way, always the way i put it :\ *shrug*
wrong bone attached maybe? well... if you want to check the "origin" of the gun, import the ref files and also the idle animation. now you can see how the gun *would* look like when compiled and move it around so it fits <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->