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Full Version: Need Help Fixing Origin Of V_model
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization > Concepts and Requests
l0tus
i've got this shotgun model that i'm rather fond of, but when you look down, you can see the "end" of the model's left arm. seems like pulling it back a little on·screen would fix this. anyway, i obviously know nothing about MS3D, or i wouldn't ask for help with this. i tried fixing this once on my own, and ended up causing even more problems. if you could effectively explain how to do this without putting yourself out, that would be just as appreciated...
CaptainPanaka
sorry but... confused-fix.gif

QUOTE

!  C:\v_sg.rar: CRC failed in v_sg.mdl. The file is corrupt
!  C:\v_sg.rar: Unexpected end of archive
sad-fix.gif
l0tus
well damn. ill fix that now...

edit: tested; DL works now.
CaptainPanaka
mhm... looks like deleted faces to me... I'll see what I can do... (IF so... confused-fix.gif )
l0tus
panaka fer teh win. thnx for taking a look at it for me, even if it can't be fixed...
CaptainPanaka
hm... try this one... MAYBE it will fix it (haven't tested it myself so... confused-fix.gif ) if not: The missing polies need to be added by hand... brrr sad-fix.gif
Obst
There is nothing missing, it's just the default hands model. If you want to fix it either use origin 0 -4 0 (or such) or just pull out the vertexes of the arm so the arm is getting stretched and u can't see the end.
CaptainPanaka
I think he means the deleted faces on the "back" (=> right side) of the shotty sad-fix.gif
Obst
QUOTE (l0tus @ Sep 22 2004, 02:13 AM)
but when you look down, you can see the "end" of the model's left arm. seems like pulling it back a little on·screen would fix this.

biggrin-fix.gif
CaptainPanaka
aw... seems like I got a bad day today... reading everything wrong... well... yeah... than you're right... just change the origins to something else where you can't see it and recompile => done... confused-fix.gif
l0tus
and how do i change the origins? there's no $origin line in the .qc, and i tried editing the middle $eyeposition value, but i still looks the same when i test the origins in jeds hlmv...
cortex
use HLMV to get the origins you want

then add the
$origin x x x to the qc file just before the reload animation cmd's i think...

then recompile ftw tounge.gif
Obst
If you put it just in front of the sequence, it will only affect that sequence, making it look buggy.
Just add

$origin X Y Z

to the .qc, so it slightly look like

CODE
$modelname "v_hmg_hv.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$origin 0 3 3
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