Counter Strike v_weapon models

Topics relating to Modeling with Reality Factory.
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Der_Metzgermeister
Posts: 7
Joined: Thu Jan 25, 2007 12:43 am

Counter Strike v_weapon models

Post by Der_Metzgermeister »

hi. i have a problem when converting & importing the v_ models into reality factory:

when opening the models in milkshape, the left hand appears about 50 texels behind the other one (i have read somewhere that changing the viewoffset value in weapon.ini will fix the problem, but i have tried with no results (if someone can explain me plz :wink: ))

Image

if you could gave me a noob-proof explanation i will ve very pleased
i apologize 4 my bad english :oops:

thanks
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darksmaster923
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Location: Huntington Beach, California, USA

Post by darksmaster923 »

try moving the hand up
Herp derp.
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fps
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Location: in a magical land devoid of hope, happiness, and sanity.

Post by fps »

Ive had this probem before, some HL mod models dont have this problem and i try to stick to them but the only way i could fix this problem was by manually move the hand into place in the animation on each frame and set its new position, then you may want to export the animation to an smd sequence and reopen it in your model and check it before exporting it to a mot. trust me it works better.

If you think that this is a pain in the ***, try converting a player model with over 65 animation were at least 40 are bugged out of place. thats like over 100000 key frames i had to move and set by hand. :shock:

Thanks,
fps
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Juutis
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Location: Finland

Post by Juutis »

Open inieditor.exe and tick 'Weapon positioning on'.
It allows you to move the weapon around with the numpad in game.
This way it's pretty easy to align the weapon properly.
Pain is only psychological.
Der_Metzgermeister
Posts: 7
Joined: Thu Jan 25, 2007 12:43 am

Post by Der_Metzgermeister »

fps wrote:Ive had this probem before, some HL mod models dont have this problem and i try to stick to them but the only way i could fix this problem was by manually move the hand into place in the animation on each frame and set its new position, then you may want to export the animation to an smd sequence and reopen it in your model and check it before exporting it to a mot. trust me it works better.
thanks 4 the tip i have done this before but i never made the "check" by exporting to SMD, so the anims always were screwed up :lol:

i know what to do now thnks
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