[UTILITY] Jed's HLMV version 1.1b
Trp. Jed
08-16-2003, 04:42 PM
Hej all,
Ok, here's the next version of my HLMV.
Theres two versions in the ZIP, one standard for all HL mods, and one DoD specific version which has a new tab for altering weapon origins.
Note about the weapon origin option.
Basically it lets you alter the X, Y and Z values that you would put into the $origin line in your QC. No, you cant alter the origins in HLMV and save it, you still have to decompile your model and re-compile it.
Why? Because altering the origins to the MDL is damn tricky and at least with doing it in the qc, you can fix if fairly easy if you mess things up.
NOTE. The DoD weapon view is not 100% perfect but Marzy and myself have tested it and its close its painful. If your making ironsight weapons you might have to tweak the values a little bit but at least you can get it almost right first time by getting the initial values. Also note, you need to allow for DoD showing a little more of your model at the bottom than in HLMV.
I couldnt get any official word from the DoD team about the origins and FOV used in DoD for weapon view hence this has been more a case of trial and error to match it to DoD.
Anyway, enough waffle, the README file details all the changes - yes Jamil, I've fixed the bug for your SAS model.
Download: http://www.wunderboy.org/3d_games/utils/hlmv.php
- Jed
wow that set current button in the dod weapons tab is amazing. you almost actually get to see what it looks in game. nj
The origin thingy works w/ other mods too.
MaRzY
08-16-2003, 05:03 PM
Originally posted by MaRzY
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...:)
Since writing the above i've now had time to use the new origins feature, and not only does this now take the pain in the arse bit out of setting up weapon origins, it saves so much time aswell.
It's now so easy to set up your weapon origins, weather it be shoulder, ironsight or anything you want, this feature is a joy to use.
Outstanding work GJ
THX JED
P.s I've added your name to me Christmas card list....:)
Strider
08-16-2003, 05:11 PM
Marzy and Jed = Kings of Kings...
2ltben
08-16-2003, 06:46 PM
God bless open source.
*edit*
Hooray! I always wanted to get into reorgining weapons. I've already got a Folding Carbine down perfectly to aim through the sites.
*edit2*
I love how you can just position it down to every little fraction.
*edit3*
In the next release, could you have an option to show crosshairs so we can properly tune the sights.
Dillinger
08-16-2003, 11:33 PM
The reorigin thing is brilliance. I was wanting something like this for ages! It saves all the hassle and time of decompiling, trying random numbers, compiling, launching the game, being dissatisfied and starting all over!
GJ! :D
go go go! very good stuff! :D
I was the one who brought up the origin camera in the last thread, do you remember? *sucking up*
2ltben
08-17-2003, 11:02 AM
...I don't. Well, I'm bringing up the crosshair option now, pay attention Jed:D
MaRzY
08-17-2003, 11:13 AM
Originally posted by 2ltben
...I don't. Well, I'm bringing up the crosshair option now, pay attention Jed:D
The crosshair option was already being looked into before you ever mentioned it, so calm down.......:)
Arsenal
08-17-2003, 11:32 AM
Excuse me for being a little slow guys, I have no idea how to decompile/compile models... So the wapons tab just gives you an idea of how much you will want to move the origins, but you have to decompile it, then edit the qc file with the same amount of movement that you used to created the desired origin in the weapons tab screen, right?
MaRzY
08-17-2003, 11:40 AM
Originally posted by Arsenal
Excuse me for being a little slow guys, I have no idea how to decompile/compile models... So the wapons tab just gives you an idea of how much you will want to move the origins, but you have to decompile it, then edit the qc file with the same amount of movement that you used to created the desired origin in the weapons tab screen, right?
Yeah thats right, you can use milkshape to decopile and compile your models, or use the standalone compiler & decompiler.
compiler & decompiler.zip (http://homepage.ntlworld.com/scitzo/compiler&decompiler.zip)
Arsenal
08-17-2003, 11:43 AM
Thnaks MaRzY, now to learn the rest of it :D
Nice little tool here Jed, amazing stuff.
MaRzY
08-17-2003, 11:53 AM
I was thinking of maybe putting a quick tut together, because with this feature Jeds added it's ideal for newbees and for the experienced.
compiler & decompiler.zip (http://homepage.ntlworld.com/scitzo/compiler&decompiler.zip)
2ltben
08-17-2003, 12:44 PM
In the QC, do you edit the$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
or something else?
MaRzY
08-17-2003, 02:11 PM
Tutorial on setting up weapon origins (http://homepage.ntlworld.com/scitzo/hlmvtut.htm)
2ltben
08-17-2003, 02:18 PM
Aha! Thanks. Now I can get my models ironsighted
*edit*
The compiler doesn't like the $texrendermode command:/
MaRzY
08-17-2003, 04:32 PM
I've just tested the compiler with the $texrendermode command and it works fine.
=DD=Wolf Kahler
08-17-2003, 09:39 PM
How about making it possible to display P_models in player models' hands, now? ;) Including limitations for their proper player animations would probably be too much to ask, I know.
You've done a great job already. Thanks, Jed. Don't worry about it if you don't feel like doing the P_model thing.
2ltben
08-17-2003, 10:24 PM
It's sure help as far as modeling goes. Also, what about integrating tools to decompile MDL, compile, and edit QC files within the actual program?
i tried the program with Fire Arms models and it works :)
NeoSkink
08-19-2003, 08:09 PM
Originally posted by sCk
i tried the program with Fire Arms models and it works :)
Looks like it works for NS too.
Anyway, very very cool program! :cool:
Not to go off topic but thats a sweet sig =DD=Wolf Kahler
Trp. Jed
08-21-2003, 02:35 PM
I wanna know where NeoSink's is from because that looks like a Brit/Canadian para with a Thompson.
- Jed
neo skinks is photoshopepd to hell so ingore it :P
gotta lova ya man, GJ and TY jed.
I was wondering tough, would it be to much to ask to get a poly and vertex count in HLMV? i know u can get it by decompiling. but if you wanna check a models polys quick bfr u put in you map decompiling is a pain. I'd lvoe it if you could, but I'd understand if you said ya couldn't get it might be tricky to show the right submodels info etc..
Trp. Jed
08-22-2003, 04:00 AM
Originally posted by Disgruntled Tree Chewing Rodent
I was wondering tough,
Wondering tough? Careful, you might hurt yourself...
would it be to much to ask to get a poly and vertex count in HLMV?
You can ask, but I cant guarantee. Marzy and I made a list of stuff ages ago we wanted and I've been slowly working through it trying to add it all in. Visible Poly count was something we considered.
it might be tricky to show the right submodels info etc..
The only poly count I would add is the current visible one as thats whats important to HL. It would probably be something I add into the rendering routine.
- Jed
NeoSkink
08-22-2003, 09:44 PM
Originally posted by Trp. Jed
I wanna know where NeoSink's is from because that looks like a Brit/Canadian para with a Thompson.
- Jed
*Shrugs* I don't know, I found it on Google. ;)
However, it is a reenactor IIRC...
Originally posted by Angry Beaver
neo skinks is photoshopepd to hell so ingore it :P
Indeed! :D
Looked bland, so I threw on some color. Don't know if it's right, and don't care. ;)
And secondly, it's NeoSkink, not neo skink! ;)
PedroTheLion
08-24-2003, 09:23 AM
hey, great job on the origins tab. It really makes things a ton easier now. That said, i'm having some problems getting my .mdl files to open with your version of hlmv. Even when i do an open with, select the exe and say for all files of this type to open with it, it'll work the first time after doing that but then if i try to open it again, it just opens up hlmv w/o loading the model. Is this a bug or opperator error?
if you look in the HLMV options theres a palce where you cans et it to open HLMV files, use that.
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