Orgins.

funbagsfunbags Join Date: 2003-06-08 Member: 17099Members Posts: 1,536
crap, quick question.
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.

Where in the .qc do I edit it?
QUOTE (OttoDestruct @ Jun 13 2005, 06:37 PM)
QUOTE (AllUrHiveRblong2us @ Jun 13 2005, 06:34 PM)
how does anyone like anyone?

Boobs.

ZOMG YOU FOUND MY WEAKNESS! BOOBS <3

Comments

  • Supra_SoldierSupra_Soldier Join Date: 2003-02-02 Member: 12993Members, Constellation Posts: 289
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members Posts: 1,536
    i dont see it..


    $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" }
    QUOTE (OttoDestruct @ Jun 13 2005, 06:37 PM)
    QUOTE (AllUrHiveRblong2us @ Jun 13 2005, 06:34 PM)
    how does anyone like anyone?

    Boobs.

    ZOMG YOU FOUND MY WEAKNESS! BOOBS <3
  • Supra_SoldierSupra_Soldier Join Date: 2003-02-02 Member: 12993Members, Constellation Posts: 289
    Its not actually there, you have to add it yourself.

    Example would be like

    $origin .5 3 -.5
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members Posts: 1,536
    edited September 2004
    how do I know what to put, if it doesnt give me something to start out with? Guess n Check?

    (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?
    QUOTE (OttoDestruct @ Jun 13 2005, 06:37 PM)
    QUOTE (AllUrHiveRblong2us @ Jun 13 2005, 06:34 PM)
    how does anyone like anyone?

    Boobs.

    ZOMG YOU FOUND MY WEAKNESS! BOOBS <3
  • Supra_SoldierSupra_Soldier Join Date: 2003-02-02 Member: 12993Members, Constellation Posts: 289
    edited September 2004
    Are you using jHLMV? If not be shure to get it, its great for re-origining models. You can grab it here. 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.

    CODE

    $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.
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members Posts: 1,536
    <3.


    You wouldnt by anychance know how to speed up anims, would you? my draw and reload are way too slow.
    QUOTE (OttoDestruct @ Jun 13 2005, 06:37 PM)
    QUOTE (AllUrHiveRblong2us @ Jun 13 2005, 06:34 PM)
    how does anyone like anyone?

    Boobs.

    ZOMG YOU FOUND MY WEAKNESS! BOOBS <3
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members Posts: 3,541
    QUOTE (funbags @ Sep 9 2004, 08:50 AM)
    <3.


    You wouldnt by anychance know how to speed up anims, would you? my draw and reload are way too slow.

    easiest way would be adjusting the FPS in the qc smile-fix.gif
    user posted image
    HLPortal.de|CaptainPanaka
    user posted imageQuakenet: #hlportal
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members Posts: 1,536
    <33333333 i love you all.


    thanks pank smile-fix.gif Ima call you pank from now on. Why? Because thats what a husband would call his wife if her name was CaptainPanaka.
    QUOTE (OttoDestruct @ Jun 13 2005, 06:37 PM)
    QUOTE (AllUrHiveRblong2us @ Jun 13 2005, 06:34 PM)
    how does anyone like anyone?

    Boobs.

    ZOMG YOU FOUND MY WEAKNESS! BOOBS <3
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor Posts: 2,352
    $origin doesnt work alone, you need the $eyeposition line in there too. or i know my origin lines never work without it.
    ie, my hmg's origins:

    CODE
    $origin 0 2 .5
    $eyeposition 0 0 0


    i've tried just using $origin alone and it never, never works for me alone.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members Posts: 3,541
    edited September 2004
    hm... yep... I always put the $origin UNDER $eyeposition and it works... wink-fix.gif
    user posted image
    HLPortal.de|CaptainPanaka
    user posted imageQuakenet: #hlportal
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members Posts: 1,536
    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..
    QUOTE (OttoDestruct @ Jun 13 2005, 06:37 PM)
    QUOTE (AllUrHiveRblong2us @ Jun 13 2005, 06:34 PM)
    how does anyone like anyone?

    Boobs.

    ZOMG YOU FOUND MY WEAKNESS! BOOBS <3
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor Posts: 2,352
    QUOTE (CaptainPanaka @ Sep 9 2004, 07:57 AM)
    hm... yep... I always put the $origin UNDER $eyeposition and it works... wink-fix.gif

    never works for me that way, always the way i put it :\ *shrug*
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members Posts: 3,541
    QUOTE (funbags @ Sep 9 2004, 09:35 PM)
    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..

    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 smile-fix.gif
    user posted image
    HLPortal.de|CaptainPanaka
    user posted imageQuakenet: #hlportal
  • BurncycleBurncycle Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester Posts: 2,290
    Went ahead and moved to help and troubleshooting
    Moderator, NAPT
    IPB Image
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