Origin Tutorial


Forral
02-20-2006, 02:13 PM
Could somebody please put together a quick tutorial on how to reorigin weapons? Some of them are really bugging me, e.g. the Pistols.

Thanks.

DayofDfeat123
02-20-2006, 02:26 PM
?? what is that?

Andy Whyberd
02-20-2006, 02:55 PM
How to move the gun around the screen so you can see it at a different point.

For Example, it could be raised to shoulder height etc.

DayofDfeat123
02-20-2006, 03:30 PM
how do you do it?

2ltben
02-20-2006, 04:03 PM
I believe that's what he's asking for. There's bound to be one somewhere on sourceblog, or way back in the archives of this forum.

I remember back in the day you had to edit the QC file, but I don't know what you'd edit for Source.

hobosphere
02-21-2006, 04:17 AM
This is the top of a qc file i have.

$cd "D:\mymod\"
$modelname "weapons\v_garand.mdl"
$model "Garand" "v_garand_reference.smd"
$cdmaterials "models\weapons\v_models\garand\"
$cdmaterials "models\weapons\v_models\hands\"
$origin -16 0 0
$texturegroup skinfamilies

This is an example.

$origin 0 0 0 will be X Y Z co-ordinates.

X - Is how far back or forward you want the gun. Negative numbers moves it forward, positive numbers moves it back.

Y - Is how how far left or right you want it. Positive pushes it right, negative moves it left.

Z - Is how far up or down you want the weapon. Positive numbers moves it down, negative numbers moves it up.

DayofDfeat123
02-22-2006, 06:27 PM
Ya but how do you make qc files?

hobosphere
02-22-2006, 09:55 PM
For a new weapon?

Just decompile the current dod:S weapon models using cannonfodders decompiler.
http://www.chaosincarnate.net/cannonfodder/mdldecompiler.php

It outputs a qc file.

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