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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization > Customization Help and Troubleshooting
Depot
I am coordinating a project to create a gnome posted here 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 ?
Obst
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.
Depot
Decompiled, edited qc file by adding "$origin 0 0 -5", compiled, and it will not save that setting.
Obst
Zip + attach the .qc or post it here in [code] tags.
(I think it is something about $eyeposition, but I want to be sure.)
Depot
CODE

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

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.
Depot
QUOTE (Obst & Gemuese @ Oct 11 2004, 03:51 PM)
Zip + attach the .qc or post it here in [code] tags.
(I think it is something about $eyeposition, but I want to be sure.)

Tried various adjustments on the z coordinate of $eyeposition with no change.
Obst
Put
$origin 0 0 -5
right behind

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

so that it looks like

CODE
$modelname "gnome.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$origin 0 0 -5

Depot
QUOTE (Obst & Gemuese @ Oct 11 2004, 05:40 PM)
Put
$origin 0 0 -5
right behind

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

so that it looks like

CODE
$modelname "gnome.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$origin 0 0 -5

It will not save. Isn't $origin for v_models?
Obst
Not only.

This is what my HA .qc look before compiling:


CODE
/*
==============================================================================

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.
Depot
QUOTE (Obst & Gemuese @ Oct 11 2004, 05:58 PM)
Not only.

This is what my HA .qc look before compiling:



But check it AFTER compiling. Save your qc, compile it, then decompile it and it wont be there.
Obst
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.

...
Depot
DOH! If such is the case then I have to plead ignorance.
Allow me to compile then, and go to server to test.
Obst
hf biggrin-fix.gif
Depot
QUOTE (Obst & Gemuese @ Oct 11 2004, 06:14 PM)
hf biggrin-fix.gif

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?
Depot
"$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)
Obst
Oh you're talking about a down-scaled model wink-fix.gif
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 smile-fix.gif
Depot
QUOTE (kwikloader @ Oct 11 2004, 09:56 AM)
We scaled a soldier and a heavy down to .5 which worked fine, but ingame he walks a foot off the ground.

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.
Obst
You caught me tired....

Negative = Up
Positive = Down

Bed time now, seriously...
Depot
Finally got it right, "$origin 0 0 14" did the trick. Thanks for the help.
Depot
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.
Depot
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.
Obst
You can use origin x y z (WITHOUT $!!!!) in seperate animations as well, like
CODE

$sequence "idle2" "idle2" origin 0 3 3 fps 14

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.
Depot
QUOTE (Obst & Gemuese @ Oct 13 2004, 03:01 PM)
You can use origin x y z (WITHOUT $!!!!) in seperate animations as well, like
CODE

$sequence "idle2" "idle2" origin 0 3 3 fps 14

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.

Sure enough that fixed my little buddy up.
Thanks again for all your help. wink-fix.gif
Depot
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 ?
Obst
Why you want this?
What do you want to achieve?
Change the height of the "player camera for 1st person?"
You can't.
JediYoshi
Ah, short people models, always fun to see

user posted image
Depot
QUOTE (Obst & Gemuese @ Oct 24 2004, 08:17 PM)
Why you want this?
What do you want to achieve?
Change the height of the "player camera for 1st person?"
You can't.

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.
Obst
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.
woody
Works in MvM too biggrin-fix.gif
user posted image

now if i could just get a working cvar to turn in off & on sad-fix.gif
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