Help! All Moded Weapons Aim At Default.
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2015-05-09, 02:31 PM
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Help! All Moded Weapons Aim At Default.
All the weapons that I've downloaded aim at default. I've tried killing myself in game, redownloading the game, but nothing appears to be working. Can anyone help?
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2015-05-09, 04:15 PM
(This post was last modified: 2015-05-09, 04:15 PM by asmanel.)
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RE: Help! All Moded Weapons Aim At Default.
There probably a problem with the model config files (md2.cfg or md3.cfg, depending on the model format).
Did you check them ? They was confident : "Only some thousands of bricks, and it will look like something !"
More a community is little, more the "others will do it" way to think is dangerous for it. |
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2015-05-09, 05:03 PM
(This post was last modified: 2015-05-10, 06:52 AM by Friday.)
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RE: Help! All Moded Weapons Aim At Default.
(2015-05-09, 04:15 PM)asmanel Wrote: There probably a problem with the model config files (md2.cfg or md3.cfg, depending on the model format). What am I supposed to check for? The md3.cfg file is causing the problem, but I don't know how exactly to fix it. Actually, it seems to be the .md3 file. |
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2015-05-10, 08:15 AM
(This post was last modified: 2015-05-10, 10:25 AM by Victor.)
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RE: Help! All Moded Weapons Aim At Default.
In older versions, iron sights were implemented by having the "gun idle" animation be one second of aiming down the sight.
In newer versions, iron sights are implemented with the tag_zoom tag. The "gun idle" animation is back to what it was before: usually one frame (no animation). In md3.cfg of older models, changing Code: md3anim "gun idle" A B B Code: md3anim "gun idle" A 1 However, a proper fix is to remove the extraneous frames and add tag_zoom into the model. Best regards,
Victor //victorz.ca Code: Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|) |
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2015-05-21, 03:34 AM
(This post was last modified: 2015-05-22, 04:26 PM by Victor.
Edit Reason: Removed unnecessary quote
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RE: Help! All Moded Weapons Aim At Default.
I'll post an example of me fixing the AWP and The Golden AK47 for 2.7 with the tag_zoom
given a few times of practice anyone should be able to add a tag_zoom in blender or misfit (however in misfit I have not des overs the renaming ability but I'll get to that Upon Patching up the Scorpion Evo for example (as this prooves to b the hardest one to fix) the model has requirmsnts - The Model Cannot have Animations - the model will cap out in excess of 5000 polygons if you don't know what your doing - All animations Must be Removed, so you cannot animate any tag with that said here is how the Scorpion Evo would be patched 1. Open up the model in Misfit 2. Start Animation Mode 3. Drop down that says "Skeletol Animation" change to "Frame Animatuon" 4. Delete Frame Set 5. Add a Tag (Point) behind your sights 6. Export Model to .md3 7. Open in Blender 8. Rename the Tag to "tag_zoom" 9. Export to .md3 DONE the problem with this model in particular is once you open it in misfit it triangulates whoch increases the poly count so much that you won't be able to export it to Md3 anymore to fix this you can export to OBJ and import that in blender but then if you try to export in blender (I) got a problem where it spends eternity exporting the model to a point where it could have 36164 copies of the model in the file already. most models wont give you this problem unless they are high poly (like this one) but the process for all is the same have fun! c: |
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