Qc File

Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
<div class="IPBDescription">WTH?</div> Ok i've download this m4a1 model thats really cool, but its a bit too close to the center for my liking (well i wouldn't care too much if it didnt make the ammo clip look like it was going straight down). Anyway I was told i could change this is the qc file? decompiled the model and opened up the qc file and well erm wth am i supposed to change?

Heres the qc file


$modelname "D:\My Documents\cs m4 change\v_m4a1.mdl"
$cd "\My Documents\cs m4 change\"
$cdtexture "\My Documents\cs m4 change\"
$cliptotextures

$scale 1.0

// 3 attachments
$attachment 0 "body" 19.799999 0.000000 0.000000
$attachment 1 "body" 4.400000 0.600000 0.320000
$attachment 2 "body" 12.000000 0.000000 0.000000

// 0 bone controllers

// 8 hit boxes
$hbox 0 "Box01" -10.095707 -10.437068 0.000000 1.455065 0.652131 20.929464
$hbox 0 "Box56" -0.830000 -11.603462 -1.870000 1.300000 0.000000 2.400000
$hbox 0 "Box57" -0.690000 -2.293808 -1.690000 0.620000 0.250000 1.028440
$hbox 0 "Box52" -1.460000 -11.603461 -1.890000 0.670000 0.000000 2.380000
$hbox 0 "Box85" -0.600000 -8.807769 -1.710000 0.721689 0.250000 4.751377
$hbox 0 "m4_body" -15.330000 -3.680000 -1.050000 12.490000 3.870000 1.050000
$hbox 0 "m4_sil" -0.720000 -0.680000 -5.150000 0.720000 0.680000 1.680000
$hbox 0 "strap master" -11.226666 -17.335915 0.000000 0.000000 7.634103 17.932081

$bodygroup hands
{
studio "hands"
}

$bodygroup strap
{
studio "strap"
}

$bodygroup m
{
studio "group1"
}

$bodygroup 4
{
studio "group2"
}

$bodygroup a
{
studio "group3"
}

$bodygroup 1
{
studio "carrier_handle"
}

// 14 sequences
$sequence idle "idle" fps 16
$sequence shoot1 "shoot1" fps 30 { event 5001 0 "11" }
$sequence shoot2 "shoot2" fps 30 { event 5001 0 "11" }
$sequence shoot3 "shoot3" fps 30 { event 5001 0 "11" }
$sequence reload "reload" fps 70 { event 5004 16 "weapons/m4a1_clipout.wav" } { event 5004 65 "weapons/m4a1_clipin.wav" } { event 5004 120 "weapons/m4a1_boltpull.wav" } { event 5004 156 "weapons/sliderelease1.wav" } { event 5004 197 "weapons/boltpull1.wav" }
$sequence draw "draw" fps 30 { event 5004 13 "weapons/m4a1_deploy.wav" } { event 5004 24 "weapons/m4a1_clipout.wav" }
$sequence add_silencer "add_silencer" fps 30 { event 5004 28 "weapons/m4a1_silencer_on.wav" }
$sequence idle_unsil "idle_unsil" fps 30
$sequence shoot1_unsil "shoot1_unsil" fps 30 { event 5021 0 "22" }
$sequence shoot2_unsil "shoot2_unsil" fps 30 { event 5021 0 "22" }
$sequence shoot3_unsil "shoot3_unsil" fps 30 { event 5021 0 "22" }
$sequence reload_unsil "reload_unsil" fps 70 { event 5004 16 "weapons/m4a1_clipout.wav" } { event 5004 65 "weapons/m4a1_clipin.wav" } { event 5004 120 "weapons/m4a1_boltpull.wav" } { event 5004 156 "weapons/sliderelease1.wav" } { event 5004 197 "weapons/boltpull1.wav" }
$sequence deploy_unsup "deploy_unsup" fps 30 { event 5004 13 "weapons/m4a1_deploy.wav" } { event 5004 24 "weapons/m4a1_clipout.wav" }
$sequence detach_silencer "detach_silencer" fps 30 { event 5004 19 "weapons/m4a1_silencer_off.wav" }




thanx for any help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Comments

  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    edited June 2004
    put in $origin 0 0 0

    and change each of the numbers to your liking. each number is an x/y/z coord of the origin, i think the X moves left and right, Y up and down, Z in and out. it is easy to find out your coordinates if you use jed's hlmv, because there is a weapon position tab, and in that you can change the position of the x y and z coords then go into the qc and plug in the numbers that look best, otherwise its just trial and error.


    best place to put in the $origin # # # is right under or above $scale. it just has to be near the top around there.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--QuoteBegin-6john6doe6+Jun 3 2004, 06:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Jun 3 2004, 06:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> put in $origin 0 0 0

    and change each of the numbers to your liking. each number is an x/y/z coord of the origin, i think the X moves left and right, Y up and down, Z in and out. it is easy to find out your coordinates if you use jed's hlmv, because there is a weapon position tab, and in that you can change the position of the x y and z coords then go into the qc and plug in the numbers that look best, otherwise its just trial and error.


    best place to put in the $origin # # # is right under or above $scale. it just has to be near the top around there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Short version:

    Put this in torwards the top: $origin (x) (y) (z) but they must ALL be there, otherwise you get error.

    Ex: $origin 1 0 0
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    edited June 2004
    Ok, thanx for your help, but now when im compiling the qc file milkshape is crashing?

    The textures are from a decompile so surely they must be 256 colour?

    erm could the fact that the model has about 10,000 polies be something todo with it?

    Ok i've tried it with studiomld.exe and milkshape and same thing happens at the same place it says writing v_m4a1.mdl and then about 15lines of data about verticies and meshes and then it crashes.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Just seperate the model into multiple parts and use multiple $body in the .qc if you suspect the high polycount to be a reason for the crashing.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    erm isn't the model already in multiple parts?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    did you alter anything other than the origin?
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    edited June 2004
    nope, and i took the origin out and it still wouldn't compile <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    one min, ill try a new decompile.


    yeah I just tried to compile a fresh decompile and same problem.
  • chadypuchadypu Join Date: 2004-04-15 Member: 27951Members, Reinforced - Shadow
    use jeds hlmv (search google) and just open up the original mdl in there to change the origin graphically
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Ok thats useful for showing me where to position the model, but how do i save the changes?
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    <!--QuoteBegin-Jabba The Hunt+Jun 5 2004, 07:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ Jun 5 2004, 07:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok thats useful for showing me where to position the model, but how do i save the changes? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well thats when you open the qc file and change the origins in there... i dunno why it crashes when you try to compile tho <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    hmm wierd, ill get the model uploaded sometime, would someone else try to have a go please? (im just getting ready to out to the pub, my birthday tommorrow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    If you post a link to the model and a precise, list of things you want to have done with it I'll ahve a go. I love fixing stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    link - <a href='http://www.csnation.net/skins/view_skin.php?id=4747' target='_blank'>http://www.csnation.net/skins/view_skin.php?id=4747</a>

    (carrier all/carrier is the path in the zip to the model i want editing)

    with x: -2.5
    y: 0.5
    z: -0.5

    and i was wondering if you could flip the gun around so the bullets are ejected towards the screen?
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    can't download from CSN... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    You mean the shells or the bullets themselfs? Shells are hard coded in, so they have to eject to the right... and i have no clue why you want it facing backwards if thats what you want. lol
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    well at the moment the side which faces the screen is really bland i wanna see that part of the gun on the screen, but if the shells are hardcoded in then its not worth it, its the origins I really care about.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Anyone? Please? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    I can't get the model so.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • StarStarGrizzlyStarStarGrizzly Join Date: 2004-02-06 Member: 26139Members
    I just downloaded the model. There are about 8 different versions of the weapon. WHich one is it that you want?
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