Repositioning weapons


Allbrite
06-11-2003, 03:22 PM
What program is available to merely reposition the player weapon models? All I really need to do is move them up a little or side to side, but I'm not sure what I need to do it. Thanks.

PedroTheLion
06-11-2003, 04:09 PM
there's been a few tutorials posted in here about this, try searching for them. But in a nutshell, you have to decompile the model and edit the qc file to reposition the models. the tutorials are more in depth, so try to find those.

waffle-SS
06-11-2003, 04:40 PM
the program you use is called 'milkshape'

try searching for charizards shoulder view models on these forums, you might find that they are repositioned to how you want them already.

The Cheat
06-11-2003, 05:58 PM
You will need milkshape in order to decompile and get to the qc file. After that all you need is milkshape to recompile. Once you decompile and get into the qc file, you will see a line which reads

$scale 1.0.

Hit enter twice after the 0 on this line, then type this in:

$origin 0 0 0

The first number is for the x axis. Entering a negative number will move the model to the left. Entering a positive number will move the model to the right. Zero is not the center of the screen, it is the default position in which the model was placed when originally compiled. Remember that.
The second number represents the y axis. Entering a positive number will move the model forward, or away from you, the viewer. Entering a negative number causes to move the model backward, towards you.
The third number represents the z axis, in case you wish to move the model "up" for some reason. Positive is up, negative is down. However, it is unlikely you will use this axis.
The origin system works just like a cartesian coordinate plane, only with three axes instead of two. And the origin is 0,0,0, but that will not start the model floating out in the exact middle of the screen. I hope this helps. Otherwise, oh well, I spent time typing.

MaRzY
06-11-2003, 06:00 PM
You don't need milkshape to compile and decompile models, you just need the latest compiler and decompiler

compile_decompile.exe.zip (http://homepage.ntlworld.com/sonofroy/compile_decompile.exe.zip)

I hardly use milkshape only for re-aligning textures and saving smd files aswell as playing around with anim's, besides these three features i think it's pants as a model editor, i was using better software 15 years ago, when i first started playing around with 3d modeling. But thats just my opinion, and i know some would disagree with me, but for the money it cost, i guess its cool.

The Cheat
06-11-2003, 06:28 PM
True, you don't need milkshape. But that compiler you posted, i used it and mines jacked the hell up so i basically am forced to use milkshape and 3ds max. But anyways thanks for saying oh good job the cheat on telling people how to reposition in case they can't find the tut. :)

MaRzY
06-11-2003, 06:41 PM
Jacked up in what way..?

All i do is make a new folder and put the compiler and decompiler i posted in that folder along with the model i wish to decompile. Then all i do is drag and drop the mdl file onto the mdldec.exe and it all decompiles fine, then when i wont to compile it again i change these lines in the qc file.

$modelname "axis-inf.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0

to the path of my folder where the model is, so it might look like this.

$modelname "C:\Documents and Settings\Desktop\axis-inf\axis-inf.mdl"
$cd "C:\Documents and Settings\Desktop\axis-inf\"
$cdtexture "C:\Documents and Settings\Desktop\axis-inf\"
$scale 1.0

Then once thats done i just drag and drop the qc file onto the studiomdl.exe, and it compiles agian.

The Cheat
06-11-2003, 06:44 PM
Funny, that's more work than clicking copy, new folder, paste model, then clicking tools>decompile normal HL mdl

MaRzY
06-11-2003, 06:48 PM
Maybe so. but doing it this way keeps the oridinal origins of a weapen model and does not knock the texture alignment out as much, as when using milkshapes built in one, and for these reasons alone, i think thats worth the extra effort.

The Cheat
06-11-2003, 06:52 PM
That's true, i spend most of my time on milkshape FIXING the origins because its a pos.

MaRzY
06-11-2003, 06:58 PM
Well don't ask me how it work or where it stores the info because i don't know, i mean if you use the way i've said, when you look in the qc file the origins command is not there. But when you compile it again the origins are the same as before.

So if you compile and dicompile the way i said, and wished to change the origins. You would add the $origin 0 0 0 command to the QC file and use low numbers to re-origin your weapon, not like the larger numbers you would have to use if you decompiled with milkshape, because your gun & arms are 6 foot infront of you FOV.

Lorda Mercy
06-11-2003, 08:22 PM
Can you put a v_model on a 45 degree tilt (gangsta style)?

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