Depot
Oct 11 2004, 05:56 AM
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
Oct 11 2004, 08:36 AM
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
$origin 0 0 -4
Negative values move it down.
Try different values until it works.
(hint: Take a rather big one [-10 for example] that will move it slightly into the ground. Then guess the percentage you really need to have. Or simply start with low values [-1] and increase it [-2;-3;...] until it fits.
Depot
Oct 11 2004, 11:42 AM
Decompiled, edited qc file by adding "$origin 0 0 -5", compiled, and it will not save that setting.
Obst
Oct 11 2004, 11:51 AM
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
Oct 11 2004, 12:01 PM
| 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
Oct 11 2004, 12:46 PM
| 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
Oct 11 2004, 01:40 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
|
Depot
Oct 11 2004, 01:55 PM
| 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
Oct 11 2004, 01:58 PM
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
Oct 11 2004, 02:05 PM
| 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
Oct 11 2004, 02:07 PM
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 $origin doesn't stand there because now it is saved in the animations.
...
Depot
Oct 11 2004, 02:09 PM
DOH! If such is the case then I have to plead ignorance.
Allow me to compile then, and go to server to test.
Obst
Oct 11 2004, 02:14 PM
hf
Depot
Oct 11 2004, 02:32 PM
| QUOTE (Obst & Gemuese @ Oct 11 2004, 06:14 PM) |
hf |
May I assume the only way to test these effects is to go ingame?
Or is there any way I can tell using HLMV or MilkShape?
Depot
Oct 11 2004, 03:15 PM
"$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
Oct 11 2004, 04:11 PM
Oh you're talking about a down-scaled model
Thought it was clipping into the ground.
Anyway, as I said, negative values make it go down, positive up.
So try
$origin 0 0 5
and so forth until it fits
Depot
Oct 11 2004, 04:25 PM
| QUOTE (kwikloader @ Oct 11 2004, 09:56 AM) |
| We scaled a soldier and a heavy down to .5 which worked fine, but ingame he walks a foot off the ground. |
The above was my original post, just to clarify.
If I want his feet closer to the ground then how will a positive integer accomplish that? In other words, why did a setting of "$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
Oct 11 2004, 04:30 PM
You caught me tired....
Negative = Up
Positive = Down
Bed time now, seriously...
Depot
Oct 12 2004, 06:50 AM
Finally got it right, "$origin 0 0 14" did the trick. Thanks for the help.
Depot
Oct 12 2004, 08:14 AM
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
Oct 12 2004, 02:10 PM
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
Oct 13 2004, 11:01 AM
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
Oct 13 2004, 01:42 PM
| 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.
Depot
Oct 24 2004, 03:55 PM
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
Oct 24 2004, 04:17 PM
Why you want this?
What do you want to achieve?
Change the height of the "player camera for 1st person?"
You can't.
JediYoshi
Oct 24 2004, 04:39 PM
Ah, short people models, always fun to see
Depot
Oct 25 2004, 08:04 AM
| 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
Oct 26 2004, 12:58 AM
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
Jan 17 2005, 02:00 AM
Works in MvM too

now if i could just get a working cvar to turn in off & on
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