Convertion Work In Progress
HKK
Join Date: 2003-05-19 Member: 16489Members
<div class="IPBDescription">Doom 3 Shotgun</div> Now i say this now, i don't think this is the real doom 3 shotgun but its pretty close, it was converted for firearms from another game (doom 3?) welll it look nice but the origins need tweaking a bit im not totally sure how to do origins so if anyone can show me a litte tut of how to do them then i'd be greatful. I just need to speed up the fps for the reloading and other animations also i need to do the fps on the sounds as well.
Comments
keep the good work!
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
I foudn thsi in a tutorial^^
FORMAT: $origin X Y Z
X is left/right. Positive values move to the right.
Y is in/out. Positive values move out, away from you.
Z is up/down. Positive values move down.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->$modelname "v_sg.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
// reference meshes
$body studio "ref1"
// 2 attachments
$attachment 0 "Bone01" 0.000000 -18.000000 0.000000
$attachment 1 "Bone01" -0.500000 -4.500000 0.000000
// 0 bone controllers
// 10 hit boxes
$hbox 0 "Bone47" -1.970000 0.000000 -1.160000 1.500000 9.520000 1.150000
$hbox 0 "Bone48" -2.620219 0.000000 -0.384715 1.270000 3.142975 0.720000
$hbox 0 "Bone49" -1.019002 0.000000 -0.928290 1.245338 2.546834 0.280742
$hbox 0 "Bone66" -1.110000 -0.050000 -0.790000 0.050000 1.440000 0.560000
$hbox 0 "Bone01" -0.500000 -21.090000 -9.732310 0.800000 10.310000 0.940000
$hbox 0 "Bone72" -1.180000 -7.260000 -1.740000 0.810000 6.640000 1.120000
$hbox 0 "Bone24" -2.100000 -9.459314 -1.180000 1.360000 2.140000 0.990000
$hbox 0 "Bone25" -1.180000 -2.720000 -0.580000 1.230000 0.070000 0.700000
$hbox 0 "Bone26" -0.958335 -2.358727 -0.860000 1.208819 0.450000 0.430000
$hbox 0 "Bone27" -1.130000 -1.009604 -0.500000 0.000000 0.000000 0.590000
// 8 animation sequences
$sequence "idle" "idle" fps 20
$sequence "idle2" "idle2" fps 10
$sequence "goto_reload" "goto_reload" fps 20
$sequence "reload" "reload" fps 20 loop { event 5004 5 "weapons/shotgun_reload.wav" }
$sequence "end_reload" "end_reload" fps 20 { event 5004 11 "weapons/shotgun_pump.wav" }
$sequence "shoot" "shoot" fps 20 { event 5001 0 "30" } { event 5004 10 "weapons/shotgun_pump.wav" }
$sequence "shoot_empty" "shoot_empty" fps 20
$sequence "draw" "draw" fps 20 { event 5004 0 "weapons/shotgun_draw.wav" }
// End of QC file.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->$modelname "v_hmg.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$origin 11.0000 8.4000 0.0000
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
// reference meshes
$body body "minigun" <------- YEAH MY MINIGUN!!!!
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That marine model is freaking horrible. It looks like something from CS
Watch out when you take a screenshot. CS is LITERALLY the Antichrist on these forums.
Watch out when you take a screenshot. CS is LITERALLY the Antichrist on these forums. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yeah i know, i have what i want in ns i don't have to have future stuff.
!!!
Oh my god! I just said Counter-Strike!
Counter-Strike!Counter-Strike!Counter-Strike!Counter-Strike!Counter-Strike!Counter-Strike!Counter-Strike!
...
My god. I know it gets tedious after a while, BUT what in the world makes it so...<i>evil</i>. Its like you guys would take a copy of it, and then burn it laughing like a maniac. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
...
It looks a lot better in the first screenie (See: First Post). That looked more *correct.* And please make it use NS Hand types (Hand, Hand_arm). It was a pain to convert Darkkiz's over to Daemon Elite models, as they used the CS type (Thumb, Hand). <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
*edit: And adjusting the scale doesn't make the v_ model appear larger, it only adjusts it's properties as to rendering distance, viewsway, etc.