Scaling, And The Changes It Creates

DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
I am coordinating a project to create a gnome <a href='http://www.unknownworlds.com/forums/index.php?showtopic=82758' target='_blank'>posted here</a> and need a little help. I've skimmed through the tutorials but am still at a loss as to how to correct this.

We scaled a soldier and a heavy down to .5 which worked fine, but ingame he walks a foot off the ground. I was told the original model was shrunk from the top and bottom towards the center, and this center needs to be lowered towards the ground. Can anyone help me with this as it's a little beyond my field of expertise ?

Comments

  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Add/modify a line in the .qc:

    $origin x y z

    The last number (z) controls the height at which the model is displayed.
    So if you want to move it down, use something like

    $origin 0 0 -4

    Negative values move it down.

    Try different values until it works.
    (hint: Take a rather big one [-10 for example] that will move it slightly into the ground. Then guess the percentage you really need to have. Or simply start with low values [-1] and increase it [-2;-3;...] until it fits.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    Decompiled, edited qc file by adding "$origin 0 0 -5", compiled, and it will not save that setting.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Zip + attach the .qc or post it here in [code] tags.
    (I think it is something about $eyeposition, but I want to be sure.)
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--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-->
    /*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler 1.2
    2003, Kratisto. Based on code from Valve's HL SDK.

    gnome.mdl

    Original internal name:
    "gnome.mdl"

    ==============================================================================
    */

    $modelname "gnome.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures


    $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)
    $bodygroup "marine"
    {
    studio "marine_ref"
    studio "marine_jetpack"
    }


    // 2 skin families
    $texturegroup skinfamilies
    {
    { "Marine_final.bmp" }
    { "Marine_black_01.bmp" }
    }

    // 3 attachment(s)
    $attachment 0 "Bip01 R Hand" 11.400000 1.600000 6.400000
    $attachment 1 "Bip01 R Hand" 23.000000 2.000000 7.350000
    $attachment 2 "Bip01 R Hand" 30.000000 2.000000 9.500000

    // 4 bone controller(s)
    $controller 0 "Bip01 Spine" XR -22.500000 22.500000
    $controller 1 "Bip01 Spine1" XR -22.500000 22.500000
    $controller 2 "Bip01 Spine2" XR -22.500000 22.500000
    $controller 3 "Bip01 Spine3" XR -22.500000 22.500000

    // 30 hit box(es)
    $hbox 0 "Bip01 Pelvis" -8.000000 -5.560000 -9.160000 3.790000 7.550000 9.210000
    $hbox 0 "Bip01 L Thigh" 0.000000 -4.240000 -4.380000 21.666876 5.420000 4.540000
    $hbox 0 "Bip01 L Calf" -0.450000 -4.860000 -3.850000 17.600178 4.250000 4.110000
    $hbox 0 "Bip01 L Foot" 0.000000 -3.170000 -2.150000 5.100000 5.160000 2.590000
    $hbox 0 "Bip01 L Toe0" 0.000000 -0.170000 -2.170000 4.510000 2.090000 2.800000
    $hbox 0 "Bip01 R Thigh" 0.000000 -4.160000 -4.080000 21.666874 5.500000 4.950000
    $hbox 0 "Bip01 R Calf" -0.460000 -4.770000 -3.650000 17.600176 4.340000 4.300000
    $hbox 0 "Bip01 R Foot" 0.000000 -3.110000 -2.120000 5.100000 5.210000 2.620000
    $hbox 0 "Bip01 R Toe0" 0.000000 -0.170000 -2.340000 4.570000 2.090000 2.630000
    $hbox 0 "Bip01 Spine1" 0.000000 -2.760000 -7.300000 3.831985 7.170000 6.840000
    $hbox 0 "Bip01 Spine2" 0.000000 -5.100000 -9.760000 3.832064 9.540000 9.290000
    $hbox 0 "Bip01 Spine3" -11.060000 -15.400000 -9.310000 8.870000 7.770000 8.950000
    $hbox 0 "Bip01 Neck" 0.000000 -1.260000 -2.640000 4.837411 0.670000 2.090000
    $hbox 0 "Bip01 Head" -1.670000 -4.760000 -3.960000 8.640000 5.020000 4.480000
    $hbox 0 "Bip01 L Clavicle" 0.000000 -6.390000 -0.610000 6.683292 2.480000 4.140000
    $hbox 0 "Bip01 L UpperArm" 0.000000 -5.210000 -2.590000 10.320000 3.100000 3.750000
    $hbox 0 "Bip01 L Forearm" 0.000000 -4.440000 -2.630000 10.959037 3.100000 2.850000
    $hbox 0 "Bip01 L Hand" -0.160000 -1.980000 -1.900000 3.387688 1.440000 1.540000
    $hbox 0 "Bip01 L Finger0" 0.000000 -0.960000 -0.840000 2.325842 0.300000 0.520000
    $hbox 0 "Bip01 L Finger01" -0.290000 -0.820000 -0.810000 1.810000 0.240000 0.360000
    $hbox 0 "Bip01 L Finger1" -0.210000 -0.790000 -2.060000 2.189390 0.930000 1.820000
    $hbox 0 "Bip01 L Finger11" 0.000000 -0.410000 -1.870000 2.290000 0.930000 2.000000
    $hbox 0 "Bip01 R Clavicle" 0.000000 -6.470000 -4.160000 6.683292 2.410000 0.580000
    $hbox 0 "Bip01 R UpperArm" 0.000000 -5.340000 -3.760000 10.320000 2.980000 2.570000
    $hbox 0 "Bip01 R Forearm" 0.000000 -4.600000 -2.900000 10.959036 3.050000 2.640000
    $hbox 0 "Bip01 R Hand" 0.000000 -1.880000 -1.320000 3.387687 1.160000 2.110000
    $hbox 0 "Bip01 R Finger0" 0.000000 -1.060000 -0.720000 2.325842 0.200000 0.710000
    $hbox 0 "Bip01 R Finger01" 0.000000 -1.020000 -0.600000 2.240000 0.050000 0.570000
    $hbox 0 "Bip01 R Finger1" -0.260000 -0.990000 -1.580000 2.490000 0.730000 2.290000
    $hbox 0 "Bip01 R Finger11" 0.000000 -0.650000 -1.760000 2.660000 0.690000 2.120000

    // 77 animation sequence(s)
    $sequence "look_idle" "look_idle" fps 30 loop ACT_IDLE 1
    $sequence "idle1" "idle1" fps 30 loop ACT_IDLE 2
    $sequence "crouch_idle" "crouch_idle" fps 1 loop ACT_CROUCHIDLE 1
    $sequence "walk" "walk" LX fps 28 loop ACT_WALK 1
    $sequence "run" "run" LX fps 25 loop ACT_RUN 1
    $sequence "crawl" "crawl" LX fps 23 loop ACT_CROUCH 1
    $sequence "jump" "jump" fps 20 ACT_HOP 1
    $sequence "swim" "swim" fps 15 loop ACT_SWIM 1
    $sequence "treadwater" "treadwater" fps 15 loop ACT_HOVER 1
    $sequence "communicate" "communicate" fps 30 loop
    $sequence "voicecomm" "voicecomm" fps 30 loop
    $sequence "lmg_look" "lmg_look_blend1" "lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "pistol_look" "pistol_look_blend1" "pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "knife_look" "knife_look_blend1" "knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "shotgun_look" "shotgun_look_blend1" "shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenade_look" "grenade_look_blend1" "grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "hmg_look" "hmg_look_blend1" "hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "welder_look" "welder_look_blend1" "welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenadegun_look" "grenadegun_look_blend1" "grenadegun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "tripmine_look" "tripmine_look_blend1" "tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "alien_look" "alien_look" fps 20 loop
    $sequence "lmg_fire" "lmg_fire_blend1" "lmg_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "pistol_fire" "pistol_fire_blend1" "pistol_fire_blend2" blend XR -90 90 fps 30 { event 5001 1 "30" }
    $sequence "knife_fire" "knife_fire_blend1" "knife_fire_blend2" blend XR -90 90 fps 30
    $sequence "shotgun_fire" "shotgun_fire_blend1" "shotgun_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "grenade_fire" "grenade_fire_blend1" "grenade_fire_blend2" blend XR -90 90 fps 17
    $sequence "hmg_fire" "hmg_fire_blend1" "hmg_fire_blend2" blend XR -90 90 fps 30 { event 5021 1 "40" }
    $sequence "welder_fire" "welder_fire_blend1" "welder_fire_blend2" blend XR -90 90 fps 30
    $sequence "grenadegun_fire" "grenadegun_fire_blend1" "grenadegun_fire_blend2" blend XR -90 90 fps 17
    $sequence "tripmine_fire" "tripmine_fire_blend1" "tripmine_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_lmg_look" "crouch_lmg_look_blend1" "crouch_lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_pistol_look" "crouch_pistol_look_blend1" "crouch_pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_knife_look" "crouch_knife_look_blend1" "crouch_knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_shotgun_look" "crouch_shotgun_look_blend1" "crouch_shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenade_look" "crouch_grenade_look_blend1" "crouch_grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_hmg_look" "crouch_hmg_look_blend1" "crouch_hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_welder_look" "crouch_welder_look_blend1" "crouch_welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenadegun_look" "crouch_grenadegun_look_blend1" "crouch_grenadegun_look_blend2" blend XR -90 90 fps 30

    loop
    $sequence "crouch_tripmine_look" "crouch_tripmine_look_blend1" "crouch_tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_lmg_fire" "crouch_lmg_fire_blend1" "crouch_lmg_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "crouch_pistol_fire" "crouch_pistol_fire_blend1" "crouch_pistol_fire_blend2" blend XR -90 90 fps 30 { event 5001 1 "30" }
    $sequence "crouch_knife_fire" "crouch_knife_fire_blend1" "crouch_knife_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_shotgun_fire" "crouch_shotgun_fire_blend1" "crouch_shotgun_fire_blend2" blend XR -90 90 fps 30 { event 5011 1

    "30" }
    $sequence "crouch_grenade_fire" "crouch_grenade_fire_blend1" "crouch_grenade_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_hmg_fire" "crouch_hmg_fire_blend1" "crouch_hmg_fire_blend2" blend XR -90 90 fps 30 { event 5021 1 "40" }
    $sequence "crouch_welder_fire" "crouch_welder_fire_blend1" "crouch_welder_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_grenadegun_fire" "crouch_grenadegun_fire_blend1" "crouch_grenadegun_fire_blend2" blend XR -90 90 fps 17
    $sequence "crouch_tripmine_fire" "crouch_tripmine_fire_blend1" "crouch_tripmine_fire_blend2" blend XR -90 90 fps 30
    $sequence "ability1_alien" "ability1_alien" fps 20
    $sequence "ability2_alien" "ability2_alien" fps 20
    $sequence "ability3_alien" "ability3_alien" fps 20
    $sequence "ability4_alien" "ability4_alien" fps 20
    $sequence "ability5_alien" "ability5_alien" fps 20
    $sequence "ability6_alien" "ability6_alien" fps 20
    $sequence "head_flinch" "head_flinch_blend1" "head_flinch_blend2" blend XR -90 90 fps 30
    $sequence "body_flinch" "body_flinch_blend1" "body_flinch_blend2" blend XR -90 90 fps 30
    $sequence "death1_die" "death1_die" fps 18 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "death2_die" "death2_die" fps 15 ACT_DIEBACKWARD 1 { event 2001 44 }
    $sequence "death3_die" "death3_die" fps 15 ACT_DIE_HEADSHOT 1 { event 2001 40 }
    $sequence "head_die" "head_die" fps 18 ACT_DIE_HEADSHOT 4 { event 2001 35 }
    $sequence "gut_die" "gut_die" fps 27 ACT_DIE_GUTSHOT 1 { event 2001 44 }
    $sequence "left_die" "left_die" fps 29 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "back_die" "back_die" fps 17 ACT_DIEBACKWARD 4 { event 2001 44 }
    $sequence "right_die" "right_die" fps 15 ACT_DIESIMPLE 1 { event 2001 40 }
    $sequence "forward_die" "forward_die" fps 18 ACT_DIESIMPLE 1 { event 2001 35 }
    $sequence "crouch_die" "crouch_die" fps 23 ACT_DIESIMPLE 1 { event 2001 30 }
    $sequence "lmg_reload" "lmg_reload" fps 18
    $sequence "pistol_reload" "pistol_reload" fps 26
    $sequence "shotgun_reload" "shotgun_reload" fps 18
    $sequence "hmg_reload" "hmg_reload" fps 23
    $sequence "grenade_reload" "grenade_reload" fps 18
    $sequence "handgrenade_look" "handgrenade_look_blend1" "handgrenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "handgrenade_prime" "handgrenade_prime_blend1" "handgrenade_prime_blend2" blend XR -90 90 fps 20
    $sequence "handgrenade_fire" "handgrenade_fire_blend1" "handgrenade_fire_blend2" blend XR -90 90 fps 20
    $sequence "crouch_handgrenade_look" "crouch_handgrenade_look_blend1" "crouch_handgrenade_look_blend2" blend XR -90 90

    fps 30 loop
    $sequence "crouch_handgrenade_prime" "crouch_handgrenade_prime_blend1" "crouch_handgrenade_prime_blend2" blend XR -90

    90 fps 20
    $sequence "crouch_handgrenade_fire" "crouch_handgrenade_fire_blend1" "crouch_handgrenade_fire_blend2" blend XR -90 90 fps

    20
    $origin 0 0 -5

    // End of QC script.
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-Obst & Gemuese+Oct 11 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 11 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Zip + attach the .qc or post it here in [code] tags.
    (I think it is something about $eyeposition, but I want to be sure.) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Tried various adjustments on the z coordinate of $eyeposition with no change.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Put
    $origin 0 0 -5
    right behind

    <!--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 "gnome.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    so that it looks like

    <!--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 "gnome.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures
    $origin 0 0 -5
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-Obst & Gemuese+Oct 11 2004, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 11 2004, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Put
    $origin 0 0 -5
    right behind

    <!--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 "gnome.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    so that it looks like

    <!--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 "gnome.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures
    $origin 0 0 -5
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It will not save. Isn't $origin for v_models?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Not only.

    This is what my HA .qc look before compiling:


    <!--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-->/*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler 1.2
    2003, Kratisto. Based on code from Valve's HL SDK.

    SOLDIER.mdl

    Original internal name:
    "C:\models\soldier.mdl"

    ==============================================================================
    */

    $modelname "heavy.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.1
    $cliptotextures
    $origin 0 0 -1.5


    $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" "marine_ref"
    $body "fake" "fakeface"
    $texrendermode "trans.bmp" "masked"
    $texrendermode "eyeglowred.bmp" "additive"


    // 3 attachment(s)
    $attachment 0 "Bip01 R Hand" 31.000000 4.2000000 2.00000
    $attachment 1 "Bip01 R Hand" 23.000000 2.000000 7.350000
    $attachment 2 "Bip01 R Hand" 34.500000 4.2000000 2.00000

    // 4 bone controller(s)
    $controller 0 "Bip01 Spine" XR -22.000000 22.000000
    $controller 1 "Bip01 Spine1" XR -22.000000 22.000000
    $controller 2 "Bip01 Spine2" XR -22.000000 22.000000
    $controller 3 "Bip01 Spine3" XR -22.000000 22.000000
    $controller 4 "mouth" ZR 0.000000 7.000000

    // 30 hit box(es)
    $hbox 0 "Bip01 Pelvis" -8.000000 -5.560000 -9.160000 3.790000 7.550000 9.210000
    $hbox 0 "Bip01 L Thigh" 0.000000 -4.240000 -4.380000 21.666876 5.420000 4.540000
    $hbox 0 "Bip01 L Calf" -0.450000 -4.860000 -3.850000 17.600178 4.250000 4.110000
    $hbox 0 "Bip01 L Foot" 0.000000 -3.170000 -2.150000 5.100000 5.160000 2.590000
    $hbox 0 "Bip01 L Toe0" 0.000000 -0.170000 -2.170000 4.510000 2.090000 2.800000
    $hbox 0 "Bip01 R Thigh" 0.000000 -4.160000 -4.080000 21.666874 5.500000 4.950000
    $hbox 0 "Bip01 R Calf" -0.460000 -4.770000 -3.650000 17.600176 4.340000 4.300000
    $hbox 0 "Bip01 R Foot" 0.000000 -3.110000 -2.120000 5.100000 5.210000 2.620000
    $hbox 0 "Bip01 R Toe0" 0.000000 -0.170000 -2.340000 4.570000 2.090000 2.630000
    $hbox 0 "Bip01 Spine1" 0.000000 -2.760000 -7.300000 3.831985 7.170000 6.840000
    $hbox 0 "Bip01 Spine2" 0.000000 -5.100000 -9.760000 3.832064 9.540000 9.290000
    $hbox 0 "Bip01 Spine3" -11.060000 -15.400000 -9.310000 8.870000 7.770000 8.950000
    $hbox 0 "Bip01 Neck" 0.000000 -1.260000 -2.640000 4.837411 0.670000 2.090000
    $hbox 0 "Bip01 Head" -1.670000 -4.760000 -3.960000 8.640000 5.020000 4.480000
    $hbox 0 "Bip01 L Clavicle" 0.000000 -6.390000 -0.610000 6.683292 2.480000 4.140000
    $hbox 0 "Bip01 L UpperArm" 0.000000 -5.210000 -2.590000 10.320000 3.100000 3.750000
    $hbox 0 "Bip01 L Forearm" 0.000000 -4.440000 -2.630000 10.959037 3.100000 2.850000
    $hbox 0 "Bip01 L Hand" -0.160000 -1.980000 -1.900000 3.387688 1.440000 1.540000
    $hbox 0 "Bip01 L Finger0" 0.000000 -0.960000 -0.840000 2.325842 0.300000 0.520000
    $hbox 0 "Bip01 L Finger01" -0.290000 -0.820000 -0.810000 1.810000 0.240000 0.360000
    $hbox 0 "Bip01 L Finger1" -0.210000 -0.790000 -2.060000 2.189390 0.930000 1.820000
    $hbox 0 "Bip01 L Finger11" 0.000000 -0.410000 -1.870000 2.290000 0.930000 2.000000
    $hbox 0 "Bip01 R Clavicle" 0.000000 -6.470000 -4.160000 6.683292 2.410000 0.580000
    $hbox 0 "Bip01 R UpperArm" 0.000000 -5.340000 -3.760000 10.320000 2.980000 2.570000
    $hbox 0 "Bip01 R Forearm" 0.000000 -4.600000 -2.900000 10.959036 3.050000 2.640000
    $hbox 0 "Bip01 R Hand" 0.000000 -1.880000 -1.320000 3.387687 1.160000 2.110000
    $hbox 0 "Bip01 R Finger0" 0.000000 -1.060000 -0.720000 2.325842 0.200000 0.710000
    $hbox 0 "Bip01 R Finger01" 0.000000 -1.020000 -0.600000 2.240000 0.050000 0.570000
    $hbox 0 "Bip01 R Finger1" -0.260000 -0.990000 -1.580000 2.490000 0.730000 2.290000
    $hbox 0 "Bip01 R Finger11" 0.000000 -0.650000 -1.760000 2.660000 0.690000 2.120000

    // 77 animation sequence(s)
    $sequence "look_idle" "look_idle" fps 30 loop ACT_IDLE 1
    $sequence "idle1" "idle1" fps 30 loop ACT_IDLE 2
    $sequence "crouch_idle" "crouch_idle" fps 1 loop ACT_CROUCHIDLE 1
    $sequence "walk" "walk" LX fps 28 loop ACT_WALK 1
    $sequence "run" "walk" LX fps 41 loop ACT_RUN 1
    $sequence "crawl" "crawl" LX fps 23 loop ACT_CROUCH 1
    $sequence "jump" "jump" fps 20 ACT_HOP 1
    $sequence "swim" "swim" fps 15 loop ACT_SWIM 1
    $sequence "treadwater" "treadwater" fps 15 loop ACT_HOVER 1
    $sequence "communicate" "communicate" fps 30 loop
    $sequence "voicecomm" "voicecomm" fps 30 loop
    $sequence "lmg_look" "lmg_look_blend1" "lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "pistol_look" "pistol_look_blend1" "pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "knife_look" "knife_look_blend1" "knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "shotgun_look" "shotgun_look_blend1" "shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenade_look" "grenade_look_blend1" "grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "hmg_look" "hmg_look_blend1" "hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "welder_look" "welder_look_blend1" "welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenadegun_look" "grenadegun_look_blend1" "grenadegun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "tripmine_look" "tripmine_look_blend1" "tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "alien_look" "alien_look" fps 20 loop
    $sequence "lmg_fire" "lmg_fire_blend1" "lmg_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "pistol_fire" "pistol_fire_blend1" "pistol_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "knife_fire" "knife_fire_blend1" "knife_fire_blend2" blend XR -90 90 fps 30
    $sequence "shotgun_fire" "shotgun_fire_blend1" "shotgun_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "grenade_fire" "grenade_fire_blend1" "grenade_fire_blend2" blend XR -90 90 fps 17
    $sequence "hmg_fire" "hmg_fire_blend1" "hmg_fire_blend2" blend XR -90 90 fps 90 loop { event 5002 1 "6" } { event 5021 1 "62" }
    $sequence "welder_fire" "welder_fire_blend1" "welder_fire_blend2" blend XR -90 90 fps 20 loop
    $sequence "grenadegun_fire" "grenadegun_fire_blend1" "grenadegun_fire_blend2" blend XR -90 90 fps 17
    $sequence "tripmine_fire" "tripmine_fire_blend1" "tripmine_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_lmg_look" "crouch_lmg_look_blend1" "crouch_lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_pistol_look" "crouch_pistol_look_blend1" "crouch_pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_knife_look" "crouch_knife_look_blend1" "crouch_knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_shotgun_look" "crouch_shotgun_look_blend1" "crouch_shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenade_look" "crouch_grenade_look_blend1" "crouch_grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_hmg_look" "crouch_hmg_look_blend1" "crouch_hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_welder_look" "crouch_welder_look_blend1" "crouch_welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenadegun_look" "crouch_grenadegun_look_blend1" "crouch_grenadegun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_tripmine_look" "crouch_tripmine_look_blend1" "crouch_tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_lmg_fire" "crouch_lmg_fire_blend1" "crouch_lmg_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "crouch_pistol_fire" "crouch_pistol_fire_blend1" "crouch_pistol_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "crouch_knife_fire" "crouch_knife_fire_blend1" "crouch_knife_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_shotgun_fire" "crouch_shotgun_fire_blend1" "crouch_shotgun_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "crouch_grenade_fire" "crouch_grenade_fire_blend1" "crouch_grenade_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_hmg_fire" "crouch_hmg_fire_blend1" "crouch_hmg_fire_blend2" blend XR -90 90 fps 90 loop { event 5002 1 "6" } { event 5021 1 "62" }
    $sequence "crouch_welder_fire" "crouch_welder_fire_blend1" "crouch_welder_fire_blend2" blend XR -90 90 fps 20 loop
    $sequence "crouch_grenadegun_fire" "crouch_grenadegun_fire_blend1" "crouch_grenadegun_fire_blend2" blend XR -90 90 fps 17
    $sequence "crouch_tripmine_fire" "crouch_tripmine_fire_blend1" "crouch_tripmine_fire_blend2" blend XR -90 90 fps 30
    $sequence "ability1_alien" "ability1_alien" fps 20
    $sequence "ability2_alien" "ability2_alien" fps 20
    $sequence "ability3_alien" "ability3_alien" fps 20
    $sequence "ability4_alien" "ability4_alien" fps 20
    $sequence "ability5_alien" "ability5_alien" fps 20
    $sequence "ability6_alien" "ability6_alien" fps 20
    $sequence "head_flinch" "head_flinch_blend1" "head_flinch_blend2" blend XR -90 90 fps 30
    $sequence "body_flinch" "body_flinch_blend1" "body_flinch_blend2" blend XR -90 90 fps 30
    $sequence "death1_die" "death1_die" fps 18 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "death2_die" "death2_die" fps 15 ACT_DIEBACKWARD 1 { event 2001 44 }
    $sequence "death3_die" "death3_die" fps 15 ACT_DIE_HEADSHOT 1 { event 2001 40 }
    $sequence "head_die" "head_die" fps 18 ACT_DIE_HEADSHOT 4 { event 2001 35 }
    $sequence "gut_die" "gut_die" fps 27 ACT_DIE_GUTSHOT 1 { event 2001 44 }
    $sequence "left_die" "left_die" fps 29 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "back_die" "back_die" fps 17 ACT_DIEBACKWARD 4 { event 2001 44 }
    $sequence "right_die" "right_die" fps 15 ACT_DIESIMPLE 1 { event 2001 40 }
    $sequence "forward_die" "forward_die" fps 18 ACT_DIESIMPLE 1 { event 2001 35 }
    $sequence "crouch_die" "crouch_die" fps 23 ACT_DIESIMPLE 1 { event 2001 30 }
    $sequence "lmg_reload" "lmg_reload" fps 18
    $sequence "pistol_reload" "pistol_reload" fps 26
    $sequence "shotgun_reload" "shotgun_reload" fps 18
    $sequence "hmg_reload" "hmg_reload" fps 23
    $sequence "grenade_reload" "grenade_reload" fps 18
    $sequence "handgrenade_look" "handgrenade_look_blend1" "handgrenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "handgrenade_prime" "handgrenade_prime_blend1" "handgrenade_prime_blend2" blend XR -90 90 fps 20
    $sequence "handgrenade_fire" "handgrenade_fire_blend1" "handgrenade_fire_blend2" blend XR -90 90 fps 20
    $sequence "crouch_handgrenade_look" "crouch_handgrenade_look_blend1" "crouch_handgrenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_handgrenade_prime" "crouch_handgrenade_prime_blend1" "crouch_handgrenade_prime_blend2" blend XR -90 90 fps 20
    $sequence "crouch_handgrenade_fire" "crouch_handgrenade_fire_blend1" "crouch_handgrenade_fire_blend2" blend XR -90 90 fps 20

    // End of QC script.
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-Obst & Gemuese+Oct 11 2004, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 11 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not only.

    This is what my HA .qc look before compiling:


    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But check it AFTER compiling. Save your qc, compile it, then decompile it and it wont be there.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Yes, it won't be there after decompiling it again.
    That's normal, because in the process of compiling the $origin "works" and moves the model. If you decompile it the $origin doesn't stand there because now it is saved in the animations.

    ...
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    DOH! If such is the case then I have to plead ignorance.
    Allow me to compile then, and go to server to test.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    hf <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-Obst & Gemuese+Oct 11 2004, 06:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 11 2004, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hf <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    May I assume the only way to test these effects is to go ingame?
    Or is there any way I can tell using HLMV or MilkShape?
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited October 2004
    "$origin 0 0 -5" made it even worse - not only is he higher off the ground, when he crouches he is also off the ground (whereas before if he crouched he was normal)
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Oh you're talking about a down-scaled model <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
    Thought it was clipping into the ground.
    Anyway, as I said, negative values make it go down, positive up.
    So try
    $origin 0 0 5
    and so forth until it fits <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-kwikloader+Oct 11 2004, 09:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kwikloader @ Oct 11 2004, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We scaled a soldier and a heavy down to .5 which worked fine, but ingame he walks a foot off the ground. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The above was my original post, just to clarify.
    If I want his feet closer to the ground then how will a positive integer accomplish that? In other words, why did a setting of "$origin 0 0 -5" raise him FURTHER off the ground if you say "Anyway, as I said, negative values make it go down, positive up." ?? I used a negative number and it made it go UP.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    You caught me tired....

    Negative = Up
    Positive = Down

    Bed time now, seriously...
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited January 2005
    Finally got it right, "$origin 0 0 14" did the trick. Thanks for the help.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited October 2004
    Care to create the pick model for the gnome? The one on the left looks deadly.
    This will be his primary weapon btw, and you would receive credit in the plugin.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited October 2004
    Ok, although the $origin recrified his idle position etc., we have found a problem with him crouched. Oh yeah, he won't be able to jetpack btw.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    You can use origin x y z (WITHOUT $!!!!) in seperate animations as well, like
    <!--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-->
    $sequence "idle2" "idle2" origin 0 3 3 fps 14 <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    Just cahnge the crouch anims' origins to move up and try it. Be sure to use the origin x y z on ALL animations with crouch in it to be safe.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-Obst & Gemuese+Oct 13 2004, 03:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 13 2004, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can use origin x y z (WITHOUT $!!!!) in seperate animations as well, like
    <!--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-->
    $sequence "idle2" "idle2" origin 0 3 3 fps 14 <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    Just cahnge the crouch anims' origins to move up and try it. Be sure to use the origin x y z on ALL animations with crouch in it to be safe. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sure enough that fixed my little buddy up.
    Thanks again for all your help. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    Eyeposition: although I have successfully "gnomeified" the soldier model his eyeposition is that of a standard soldiers. I tried altering this line

    $eyeposition 0.000000 0.000000 0.000000

    to look like this

    $eyeposition 0.000000 0.000000 14.000000

    but to no avail. How do I adjust the gnome's eyeposition to parallel the rest of his adjustments e.g.$origin 0 0 14 ?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Why you want this?
    What do you want to achieve?
    Change the height of the "player camera for 1st person?"
    You can't.
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Ah, short people models, always fun to see

    <img src='http://friedbunny.home.comcast.net/hl_model_pack_midget_old.jpg' border='0' alt='user posted image' />
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-Obst & Gemuese+Oct 24 2004, 08:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Oct 24 2004, 08:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why you want this?
    What do you want to achieve?
    Change the height of the "player camera for 1st person?"
    You can't. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The gnome is viewing gameplay through the eyes of a soldier twice his height, therefore detracting from the realism.

    It would help if his "eyes" could be lowered as the rest of him was, say similar to that which a skulk sees.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Can't be done by models.
    You have to do this in the code for the plugin, but I am no coder so I can not help you there, sorry.
  • woodywoody SoCal Woody56 Join Date: 2004-02-14 Member: 26541Members
    Works in MvM too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    <img src='http://home.san.rr.com/woody56/gnomemvm.jpg' border='0' alt='user posted image' />

    now if i could just get a working cvar to turn in off & on <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
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