Default Enhanced Kar98 & Garand Packs


MaRzY
10-08-2003, 02:02 PM
Edit:

Big thanks to Canuck and the rest of the crew running the Day of Defeat Editing Center, for providing a mirror to these files

Originally posted by Canuck
[B]Now available at the Day of Defeat Editing Center (http://dodec.hlgaming.com)

Click on Newest Additions...

Default Enhanced Garand v3:

Since releasing v2 of the enhanced default garand I've now added a few more polys around the rear sight and it's knobs. Also added new sleeve models for all classes. It comes with a bayonet and bayonet anim's aswell, and i've scaled the right hand and sleeve to like that of the default Kar98, to compensate for halflifes FOV. Included in the pack are three versions.

No bayonet with butt smack anim's
Bayonet with bayonet anim's
Bayonet with butt smack & bayonet anim's

If you use the Bayonet with butt smack & bayonet anim's version, then the bayonet anim plays when either you fire your last bullet in a clip or when you have run out of ammo, and also works once just after reloading a fresh clip.

Bugs:

Collision cbar_hit1.wav sound does not play when bayonet hits wall etc, because i think this has to be coded into the game.

Credits:

Garand model: Valve/Dod dev team
Garand skins : Valve/Dod dev team
Anim's : Anim's Cpt Glimsharp & bayonet anim's Valve/Dod dev team
Bayonet model: Fiblah
Bayonet skin: Russ.Conscript
Sleeve models: Me
Sleeve skins: Valve/Dod dev team

All extra polygons, uv mapping, skin edits/recolour and anim tweaks added to the model made by Me.

Enhanced Garand v3 Wire Frame Pic (http://homepage.ntlworld.com/scitzo/garandwirev3.gif)

Enhanced_garand v3 pic (http://homepage.ntlworld.com/scitzo/enhanced_garandv3.jpg)

Custom Sleeve models Pic (http://homepage.ntlworld.com/scitzo/customsleeves.jpg)

Download Garand Pack (http://homepage.ntlworld.com/scitzo/MaRzY_Garand_Enhanced_Pack.zip)

And to spice things up a bit more, i've just received good news from Capt. Glimsharp that he's going to make some new bayonet anim's to go with his garand anim's. I will update this thread when there finished...:D

Default Enhanced Kar98 Normal And Scope Versions:

Like the garand i have added more polygons to the default Kar to make it less blocky and look smoother. These models come with new sleeve models for all classes. Also comes with butt smack anim's version, the pack includes.

No bayonet with butt smack anim's
Bayonet with bayonet anim's
Bayonet with butt smack & bayonet anim's
Scoped with no bayonet
Scoped with bayonet

Credits:

Kar98 model: Valve/Dod dev team
Kar98 skins : Valve/Dod dev team & Hi res skins version by Russ.Conscript & Dillinger
Anim's : Valve/Dod dev team & Sushi
Sleeve models: Me
Sleeve skins: Valve/Dod dev team

All extra polygons, uv mapping, skin edits and anim tweeks added to the model made by Me.

Kar98 enhanced wire frame pic (http://homepage.ntlworld.com/scitzo/kar98enhanced.gif)

Enhanced Kar98 Pic (http://homepage.ntlworld.com/scitzo/enhanced_kar98.jpg)

Download Kar98 Enhanced Pack (http://homepage.ntlworld.com/scitzo/MaRzY_ Kar98_Enhanced_Pack.zip)

Enhanced Kar98 Hi Res Skins Pic (http://homepage.ntlworld.com/scitzo/enhanced_kar98_hi.jpg)

Download Kar98 Enhanced Pack Hi Res Skins (http://homepage.ntlworld.com/scitzo/MaRzY_ Kar98_Enhanced_Pack_Hi.zip)

Please, mirrors would be welcome.

Thanks to all involved.......:)

Enjoy....:D

MaRzY

EDIT:

Thanks to Pvt.Malarkey for sorting out some P and W models.

Originally posted by Pvt.Malarkey
here's that one 3.1 garand with bayo p and w models with dillinger's o'so sexy wood:

http://home.comcast.net/~pvt.malarkey/garandbayopw.zip

sry i couldn't post any pics, but i have tested them out before my steam decided to crap out on me:(

Originally posted by Pvt.Malarkey
ok here's a pic of the w model (best i could do:()

http://www.dayofdefeat.net/forums/attachment.php?s=&postid=272688

10-08-2003, 03:06 PM
Nice. :)

10-08-2003, 03:29 PM
garand? bayo? hooo ahhhh!

Smallpox
10-08-2003, 03:46 PM
Lurvely. (http://www.futtbucker.com/img/hmm.jpg)

Russ. Conscript
10-08-2003, 04:42 PM
shat, the links arent working. neather are the pics!

and hey, thats cool, i dident know you used the bayo me and fib made..:) looks good! (<-saw from older pic)

10-08-2003, 04:44 PM
gawd.. i already used the high res skin, but this is even better !

Mortar
10-08-2003, 04:49 PM
Can you change the host ? i can't download anything :/

MaRzY
10-08-2003, 04:52 PM
Originally posted by Russ. Conscript
shat, the links arent working. neather are the pics!

There working for me, keep trying Russ, and if you can't get them working maybe someone like the Day Of Defeat Editing Center will mirror them, one's hoping anyway. I would send you them through email but all three packs take up 7.33mb :eek:.
Originally posted by Russ. Conscript
and hey, thats cool, i dident know you used the bayo me and fib made..:) looks good! (<-saw from older pic)

Yeah it was made for the job....:).....and thanks.

Please if anyone would mirror these files i would be grateful.

Thanks

MaRzY

MaRzY
10-08-2003, 05:20 PM
Ok i've just gone through and redited all the links again, so those having trouble downloading please try again.

AFG
10-08-2003, 05:53 PM
marzy i ll start my killer reorigins :D

Ikujinonai
10-08-2003, 07:03 PM
These enhanced weapons are great. I will definitely use. Any plans to make more? :)

Vandal
10-08-2003, 07:23 PM
MaRzY, keep up the excellent work, I'm not going to do one of those obnoxious "OMG" posts, I'll simply say this is the best weapon release on these forums to date. Simply astounding work.

Conscript
10-08-2003, 07:34 PM
Brilliant work. Its often the most subtle changes which are the best. Once I reorigined them, they looked excellent (apart from a little clipping). The Garand feels much 'sturdier' now, due to the presence of the bayonet and the absence of the extreme swaying animation when idlea. The K98, too, benefits, with dual melee animations - makes for a little more randomness to the game, which is always good :)

AFG
10-08-2003, 09:52 PM
anyone interested? btw i didnt get to use this ingame since i deleted dod and HL so someone pls takea pic for me XD


http://mywebpage.netscape.com/L0NeLyPiN0yGuY/marzygarand.zip

btw this garand is the one that uses the stab animation when its empty

i ll do the kar and add Russ Conscript's uber skin and metal if you guys like this :D

Dillinger
10-09-2003, 12:23 AM
Goodness, Marzy! Fantastic work! Thank you so much.

Dying Robot
10-09-2003, 01:17 AM
I really like the bayoless kar. it would be good however to have p_models and player animations (on others I mean) for that buttsmack kar.

MaRzY
10-09-2003, 03:06 AM
Thanks all for your comments...:)

Originally posted by Dying Robot
I really like the bayoless kar. it would be good however to have p_models and player animations (on others I mean) for that buttsmack kar.

Well i don't think you can make a player model use bayonet and butt smack anim's together. But if you just wanted to use the butt smack kar with matching butt swing player anim's then try compiling a player model with this QC file.

Download QC file (http://homepage.ntlworld.com/scitzo/butt_smack_axis-inf.zip)

Just decompile a axis default player model, then copy the QC file from the zip file into the same folder as your decompiled player model, then use the QC file to compile the model again. If all goes well your axis player model will just animate the butt smack rather then the bayonet anim's, try it and let me know if it works ok.

Dances w Wolves
10-09-2003, 05:07 AM
superb work! well done!!! :D

Dying Robot
10-09-2003, 05:31 AM
Originally posted by MaRzY
Thanks all for your comments...:)



Well i don't think you can make a player model use bayonet and butt smack anim's together. But if you just wanted to use the butt smack kar with matching butt swing player anim's then try compiling a player model with this QC file.

Download QC file (http://homepage.ntlworld.com/scitzo/butt_smack_axis-inf.zip)

Just decompile a axis default player model, then copy the QC file from the zip file into the same folder as your decompiled player model, then use the QC file to compile the model again. If all goes well your axis player model will just animate the butt smack rather then the bayonet anim's, try it and let me know if it works ok.

Thanks, I would never have known this if it wasn't for you (no, I'm not being sarcastic).

I will try it out, hope it works.

if I don't have the default axis models will it work anyway?

Dances w Wolves
10-09-2003, 05:38 AM
actually one of the ls3 variations had both, dunno if it still works with 1.0 but it worked before it. but then again thats what happens when you take a good game and spoil it :(

Spoonman
10-09-2003, 05:47 AM
very, very sexy

Dying Robot
10-09-2003, 06:20 AM
I tried it out, and did just as you said. Only difference is that I dodn't have the default models....so I took a pack that was a recolor, dunno if that's why it didn't work but that's what I did.

So as I said, it didn't pan out....which is sad cause I really wanted it to work.

But if anyone could give me default models then I could try it again. And to delete my models and letting the game download them doesn't work since I've got steam. So if anyone have the real model files for default axis I would appreciate it if you could upload them here or something.

MaRzY
10-09-2003, 10:51 AM
Originally posted by Dying Robot
I tried it out, and did just as you said. Only difference is that I dodn't have the default models....so I took a pack that was a recolor, dunno if that's why it didn't work but that's what I did.

So as I said, it didn't pan out....which is sad cause I really wanted it to work.

But if anyone could give me default models then I could try it again. And to delete my models and letting the game download them doesn't work since I've got steam. So if anyone have the real model files for default axis I would appreciate it if you could upload them here or something.

I have used that QC file and looked at the results in HLMV and the player model seems to use only butt smack anim's.

Here is how i did it.

I used Jed's HLMV to decompile the player model, if you don't know how to use and setup Jed's HLMV for compiling and decompiling models, then follow the first few lines of this Tutorial (http://homepage.ntlworld.com/scitzo/hlmvtut.htm) . Then all you do is add my edited QC file to the same folder as your decompiled model, and use Jed's HLMV to compile it again, and thats it.

Try it again and let me know if it works ok.

Again is there no one in the community that can help me with a mirror for these enhanced weapon models, as i'm running out of web space, and have other models in the pipeline that ill need space to release.

Russ. Conscript and Mortar did you get the links working in the end..?.




Thanks

MaRzY

Quakah
10-09-2003, 11:06 AM
nice, thanks, i've always wanted a bajonet on the default garand :) Thank you so much !!!!!!!!

MaRzY
10-09-2003, 11:36 AM
Here is a pic Showing the edits i've made to the axis player QC file, and if it does work out alright ingame , i suppose you could mix them up a bit if you where using a bayonet and butt smack weapon. Like maybe have the player use bayonet when prone, and butt smack for crouch and standing, or what ever you fanced.

Edited QC file pic (http://homepage.ntlworld.com/scitzo/editqc.gif)

I beleive that the first three lines are maybe when you pick up a garand when your playing axis, and those under that are for the kar98 when playing axis.

Russ. Conscript
10-09-2003, 01:06 PM
Originally posted by AFG
anyone interested? btw i didnt get to use this ingame since i deleted dod and HL so someone pls takea pic for me XD


you rule at origins. im making a garand skin that could really use those :)

And thanks marzy, these look great!

Quakah
10-09-2003, 01:14 PM
I was wondering if you could add a bajonet to the p_model from the garand, many thanks!

Strider
10-09-2003, 05:06 PM
Now available at the Day of Defeat Editing Center (http://dodec.hlgaming.com)

Click on Newest Additions...

Mortar
10-09-2003, 05:29 PM
finally the links work now :)
Great works ! i really love it and i'll be using the enhanced kars ;]
ty.

Dying Robot
10-10-2003, 01:27 AM
Originally posted by MaRzY
Here is a pic Showing the edits i've made to the axis player QC file, and if it does work out alright ingame , i suppose you could mix them up a bit if you where using a bayonet and butt smack weapon. Like maybe have the player use bayonet when prone, and butt smack for crouch and standing, or what ever you fanced.

Edited QC file pic (http://homepage.ntlworld.com/scitzo/editqc.gif)

I beleive that the first three lines are maybe when you pick up a garand when your playing axis, and those under that are for the kar98 when playing axis.

I decompiled and recompiled it with the new qc. It didn't work though. Atleast not for me. Do I have to reneame the qc to just "axis-inf.qc"?

I'm not used to doing these types of things...so excuse me if I sound like an idiot.

Dying Robot
10-10-2003, 01:49 AM
Now I have done EXACTLY like you have done it and when I look in HLMV at the animations he still does the old bolt_stab animation....but that's where he should do the rifleswing ones, right?

Agh, I give up...I can't be arsed to do this...I will only fail anyway.

MaRzY
10-10-2003, 10:27 PM
Originally posted by Russ. Conscript
im making a garand skin that could really use those :)


Looking good Russ, i take it these will be Hi res skins...?

Originally posted by Quakah
I was wondering if you could add a bajonet to the p_model from the garand, many thanks!

If i find the time ill see what i can do..:)

Originally posted by Canuck
Now available at the Day of Defeat Editing Center (http://dodec.hlgaming.com)

Click on Newest Additions...

Big thanks to Canuck and the Day of Defeat Editing Center team..:)

Originally posted by Dying Robot
Now I have done EXACTLY like you have done it and when I look in HLMV at the animations he still does the old bolt_stab animation....but that's where he should do the rifleswing ones, right?

Agh, I give up...I can't be arsed to do this...I will only fail anyway.

Well i don't know what to say it seems to work ok for me.

Quakah
10-11-2003, 01:52 AM
Originally posted by MaRzY
If i find the time ill see what i can do..:)


allright thanks :) It just needs a bajonet but its enough with the buttsmack animation otherwise you gotta change the player models animations and all that too. Thanks anyway, always wanted this :D

Russ. Conscript
10-11-2003, 10:46 AM
Originally posted by MaRzY
Looking good Russ, i take it these will be Hi res skins...?


Yerp. :)

I only have the metal done right now, but ill get the wood done soon.

Bert2546
11-01-2003, 07:06 PM
bump .. marzy, love the models, would u mind making some p models for it anytime soon? i'm very un-skilled w/ it

Billie|Joe
11-01-2003, 09:26 PM
here's that one 3.1 garand with bayo p and w models with dillinger's o'so sexy wood:

http://home.comcast.net/~pvt.malarkey/garandbayopw.zip

sry i couldn't post any pics, but i have tested them out before my steam decided to crap out on me:(

Billie|Joe
11-01-2003, 09:36 PM
ok here's a pic of the w model (best i could do:()

Mortar
11-02-2003, 08:34 AM
They look EXTREMLY good, Ty very much.

Bert2546
11-02-2003, 10:43 AM
thx malarkey

MaRzY
11-03-2003, 07:49 AM
Good Job Pvt.Malarkey, and thanks..:)

I've updated my first post with the pic and link to these W and P models.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.