Need some info from Ironsight modders


Trp. Jed
08-12-2003, 01:40 PM
Lo'

I'm looking to implementing some sort of feature to make it easier to re-origin weapons in HLMV but as I've never done that I could do with some info.

First has anyone got a basic tutorial on the steps. I know it involves setting different values for $origin in the .qc but I'd like some examples.

Secondly I'd appreciate if it anyone has ironsighted any of the stock DoD weapons could give me a link to where I could get them and tell me what origin values they used to move those weapons to be ironsight.

The values are important as I have to figure out some math.

T'anks

- Jed

Otacon
08-12-2003, 04:11 PM
I think glimsharp made his Iron sights by reanimating them, not just by re-origining them. I think I saw him say that somewhere anyway.

Trp. Jed
08-12-2003, 05:47 PM
Just so you can see what I'm on about...

Attached is some work in progress with the origins view I'm working on. If my math is correct, this should be the default origin view for DoD weapons.

What you do is open up your v_model, go to the origins tab and hit "Set Default" and it flips your model into this position.

The plan is there will be 3 values you can tweak to move the model around. If I can figure changing origins directly in the MDL, the you will be able to save your new origins from the viewer, if not, you will at least be able to read of the value to put into your .qc file.

Anyway, as I said, what I really need is some examples of ironsight versions of the default DoD weapons and the origin numbers that were used to position them.

- Jed

Ska Wars
08-13-2003, 04:08 AM
Looks great mate, should make things a hell of alot easier for us.

Ska

Crunchy
08-14-2003, 09:47 AM
note: you must 'curve' the stock downwards to eliminate clipping errors.

Trp. Jed
08-14-2003, 09:51 AM
Originally posted by Crunchy
note: you must 'curve' the stock downwards to eliminate clipping errors.

Care to elaborate?

- Jed

MaRzY
08-14-2003, 11:33 AM
I think he means when you get part of a model to close to halflifes FOV point, the model starts to clip. So if you curve the stock downwards it would help to fix this problem.

*shrug*
08-14-2003, 12:15 PM
First decompile the model with MilkShape or which ever decompiler you use. If your using MilkShape, go to Tools > Half-Life > Edit QC File. Now open the .qc file of the model you just decompiled, and beneath the line that reads $scale, type $origin 0 0 0

The zeros are the values that you use to reposition the model.

The first zero is for left or right, positive numbers move the model right, and negative numbers move it left.

The second zero is forward and back, with a positive number moving it forward, and a negative number moving it backwards.

The third zero moves the model up and down, postive numbers move it down, and negative numbers move it up.

After changing the numbers to how you like them, save the .qc file. Go to Tools > Half-Life > Compile QC File, and click on the .qc file you just modified. After the recompilation is complete, you will have the new, modified .mdl, and the old one. Rename the new model to match the original models name, and copy into your models folder, then test it out ingame.

I hope this helps, and that new version of HLMV looks great.

MaRzY
08-14-2003, 02:07 PM
:D

Crunchy
08-14-2003, 06:35 PM
theres a tutorial in the MSA sticky i think

Trp. Jed
08-14-2003, 07:01 PM
Well I figured it all out.

I got it working in HLMV but it's bloody hard to work out the FOV and default origins for DoD weapons without the exact info from the DoD team.

Trust me 0,0,0 doesnt match.

Anyway, I've got it so close to the actual game point of view I could cry, we're talking mere pixels out.

I did a test last night moving a model in HLMV and reading off the new origins that it gave me. I then entered those directly into the qc ann bingo, ironsight garand.

- Jed

*shrug*
08-14-2003, 07:43 PM
Awesome :eek: Another leap forward for the MSA community!

MaRzY
08-14-2003, 09:45 PM
Excellent work Jed, so now you have added an option to help in the setting up of weapon origins, which will be another great time saving feature. No more compiling your model with new origins, then loading it up ingame to see the results time and time again until your happy with it's origins. I do belive that using a graphic aid to set up halflife weapon origins is a first, i would call that a massive leap forward my friend, you disserve a medal.:) For all your wide range of abilities when it comes to the halflife engine and dod, you should be one of the dev team in my eyes.

I salute you sir...:)

[GIMP]-Cochise-
08-20-2003, 09:26 AM
Jed,

Here are some $scale and $origin setting I'm using for all my Allie iron sight weapons. It's a bit lengthy, hope it helps you out. As you can see, not all are default models.

default 30cal ($scale set to 4.0 and $origin set to
-6.330000 -26.000000 -2.005000).

Whiskas bar ($scale set to 3.0 and $origin set to
-5.800000 -28.000000 -1.900000
and 2nd set of $origin set to
-3.280000 -28.000000 -0.580000 placed before $sequence up_to_down"up_to_down" fps 30

default bazooka ($scale set to 4.0 and $origin set to
-2.310000 -24.000000 -2.000000
and 2nd set of $origin set to
-2.370000 -32.000000 -2.500000
placed before
$sequence aimed "aimed" fps 30

Devin Kryss's fcarb ($scale set to 6.0 and $origin set to -4.790000 -29.000000 -2.550000).

darkened garand ($scale set to 2.0 and $origin set to
-5.090000 -31.000000 -0.500000

default greasegun ($scale set to 2.0 and $origin set to
-6.150000 -28.000000 -2.900000).

Devin Kryss's m1carbine ($scale set to 6.0 and $origin set to -4.790000 -30.000000 -2.650000).

default spring ($scale set to 2.0 and $origin set to -4.700000 -28.000000 -0.100000).

Dillinger's tommy ($scale set to 2.0 and $origin set to -7.260000 -32.000000 -4.000000).

Note: When you change the $scale settings the muzzle flash will not line up with the barrel of the weapon. So I don't use the muzzle flash sprite. I believe there is a way to correct this by playing around with the event numbers in the shoot sequence but I don't have the time or the patience to figure all this out.

Good Luck !!!

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