1 model the thingie in question using a modeling prog. 2 no animations, only one "static" position 3 one bone, the bone signaling the "ground" 4 give me all your money 5 .... compile...maybe
so for the w model all i shoudl do is make a copy of the v_model and delete the hands and take out the animations and save it as the w_model, and the same for the p model? and will you be givign me all your money by check or cash <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
oh, and BTw, if i gave you all my money, you'd owe my bookie $2000 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--IceWolve+Jan 12 2003, 01:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (IceWolve @ Jan 12 2003, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->so for the w model all i shoudl do is make a copy of the v_model and delete the hands and take out the animations and save it as the w_model, and the same for the p model? and will you be givign me all your money by check or cash <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> you're almost there, you'll need to decompile a p or w model of the same gun, then move the gun you just saved about until it fits
well basically yeah, for the w model, the model and animation should have the model just touching the grid (grid is like the groud). for the p model you need to use the bones of one of the default models and then merge it with the triangles of the model you are changing it to. then you move around the model until it lines up with the default, delete the default and assign it to the proper bone.
.......ty for reminding me.....i just forgot who converted it. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
OmG, view model for player and world? Are you crazy? 1000-2000 poly weapons will slow the game to a crawl. Decrease the living daylights out of those polys. 1-300 is what I usually do, and most are between 40-150 polys.
Oh, the thought of it! AAAAaaaAAAaaAaAaaaAaAAAaaaaaaaaaaaa... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
Comments
2 no animations, only one "static" position
3 one bone, the bone signaling the "ground"
4 give me all your money
5 .... compile...maybe
oh, and BTw, if i gave you all my money, you'd owe my bookie $2000 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
you're almost there, you'll need to decompile a p or w model of the same gun, then move the gun you just saved about until it fits
for the w model, the model and animation should have the model just touching the grid (grid is like the groud).
for the p model you need to use the bones of one of the default models and then merge it with the triangles of the model you are changing it to. then you move around the model until it lines up with the default, delete the default and assign it to the proper bone.
cause there's a lot of good knife models from CS which would look pretty cool in NS
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Oh, the thought of it! AAAAaaaAAAaaAaAaaaAaAAAaaaaaaaaaaaa... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->