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12-11-2007, 11:32 PM | #1 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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Viewmodels and attachments etc.
Hey everybody, i'm working on doing animations for the medkit viewmodel and i've run into problems getting the medkit to display in the game. A simple test animation displays correctly in the HL model viewer, but when i replace the standard medkit v_* files (and add slightly altered textures) with my compiled mdl stuff, there simply is no medkit to be seen in the game. Why is this? Do i need to have the bone structure set as 'child' to a certain default bone/attachment? Mistakes in the .qc file? What else could i be missing?
Thanks for any answers! |
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12-12-2007, 12:21 AM | #2 |
Retired FF Staff
Join Date: May 2006
Location: Norway
Posts Rated Helpful 0 Times
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Its hard to guess, but if you'd send me the files i could have a look for you.
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12-12-2007, 01:45 AM | #3 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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coolness - i'm at work right now, so i can't send anything, but i'll take you up on that offer later. what files do you need? smd and qc, or preferably the original XSI file?
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12-12-2007, 02:03 AM | #4 | |
Retired FF Staff
Join Date: May 2006
Location: Norway
Posts Rated Helpful 0 Times
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Quote:
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12-13-2007, 01:32 AM | #5 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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Hey omen - i've gotten a test animation to finally work in-game.. i think it was the missing $origin in the .qc, but to be honest i'm not really sure
Weird part is, only the medkit is moving, while the animation consists of tons more movement (fingers, wrists).. either i need to check my smd export options, or do some deep thinking! |
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12-13-2007, 01:49 AM | #6 |
Retired FF Staff
Join Date: May 2006
Location: Norway
Posts Rated Helpful 0 Times
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ok, cool
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12-12-2007, 01:47 AM | #7 |
Join Date: Oct 2007
Posts Rated Helpful 0 Times
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try rotating each animation in the QC by 90 degrees
first try it -90 then 90 then if all else fails 180 Example "$sequence Idle1 "Idle1" loop ACT_VM_IDLE 1 rotate -90 fps 30.00" |
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