Scaling, And The Changes It Creates
Depot
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 ?
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
$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.
(I think it is something about $eyeposition, but I want to be sure.)
/*
==============================================================================
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-->
(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.
$origin 0 0 -5
right behind
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->$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-->
$origin 0 0 -5
right behind
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->$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?
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-->
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.
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.
...
Allow me to compile then, and go to server to test.
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?
Thought it was clipping into the ground.
Anyway, as I said, negative values make it go down, positive up.
So try
$origin 0 0 5
and so forth until it fits <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The above was my original post, just to clarify.
If I want his feet closer to the ground then how will a positive integer accomplish that? In other words, why did a setting of "$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.
Negative = Up
Positive = Down
Bed time now, seriously...
This will be his primary weapon btw, and you would receive credit in the plugin.
<!--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.
<!--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-->
$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 ?
What do you want to achieve?
Change the height of the "player camera for 1st person?"
You can't.
<img src='http://friedbunny.home.comcast.net/hl_model_pack_midget_old.jpg' border='0' alt='user posted image' />
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.
You have to do this in the code for the plugin, but I am no coder so I can not help you there, sorry.
<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-->