Easiest way to re-orgin...

05-10-2003, 07:34 PM
Whats the easiest way to re-origin without having to go in the game, come out, adjust, go back in, back out, adjust...etc.


And while your at it someone remind me what each number does, I have forgotten.'

Thanks Fellas. :D

05-10-2003, 08:49 PM
i think thats our only choice...

05-10-2003, 09:08 PM
dont thank me, thank my cat:

What I do is I put a new folder on my desktop and put whatever model
I'm messin with in there. In Milkshape go to tools/halflife/decompile
normal halflife mdl, select the weapon in the folder and decompile.

Then go to tools/halflie/edit qc file, this will bring up the qc file in
the folder of the weapon your working on, double click edit qc file.

In the cq file under the line that says $scale, type $origin 0 0 0,
those three 0's are the numbers you use to move the model.

The first 0 is for left or right,
positive number moves it right, a negative number moves it left.

Second number is forward and back,
a negative number moves it back, a positive number forward.

Third number is up and down,
postive numbers are down, negative numbers are up.

For example the BAR's origins I used for the one
I gave you read $origin .5 -23.5 -3.5, or it was damn close to that anyway.

After you change the numbers right click on the cq file and save.

Then go to tools/halflife/compile qc file and it will bring you to the
qc file in the folder, double click on the qc for the weapon your working
on and it will recomplie it. In that folder you will have the new
oriented model which you will need to copy over the original model.

Allied Weapons
Thompson: $origin 0 -25.1 -0.4
M1 Carbine: $origin 0 -25.1 -0.4
BAR: $origin 0 -25.1 -0.4
M1 Garand: $origin 2 -25.5 1
Springfield: $origin -0.2 -25.5 1
Colt: $origin 0 -25.5 0
Grenade: $origin -2.5 -25.5 1
.30 Cal Machine Gun: $origin -1 -24.5 2.5

Axis Weapons
MP40: $origin 0 -27 2
MP44: $origin -1 -27 -1
Karbine 98k: $origin 0.2 -24 1
Karbine 98k With Scope: $origin 0.2 -24 1
Luger: $origin 0 -25.5 0
Stielhandgranate: $origin -2.5 -25.5 1
MG34: $origin -1 -24.7 1
MG42: $origin 0.5 -23.7 2.1

05-10-2003, 09:10 PM
$origin x z y

x = sideways (+right -left)
z = how far the gun is from the screen (+further -closer)
y = up/down (+down -up)

05-10-2003, 09:28 PM
Yeah it's odd how valve have never made a program for veiwing origins, as it is a bit of a drag having to reboot up dod every time you re-compiled your model with new origins. Only to have to keep going through this prosess time and time again untill your happy. We need a clever coder to make a program for veiwing halflife model origins and editing them.......?.

05-10-2003, 10:03 PM
Yeah, I know, it sucks; Metallica, thankfully, gets me through the ever so lonely process.

MASTER! MASTER! Master of pornos, I'm pulling your wank...

05-10-2003, 10:29 PM
so whiskas, are those the defualt orientations that you posted in your little tutorial, or are those of your own design?

05-11-2003, 06:58 AM
Originally posted by PedroTheLion
so whiskas, are those the defualt orientations that you posted in your little tutorial, or are those of your own design?

05-11-2003, 07:15 AM
He didn't ask how to re-origin!!! He asked if there was a faster way to see the result of the re-origin than open up HL and look....

05-11-2003, 07:58 AM
It is a boring thing to do, re-origining, did 4 models today (dillingers garand, dillingers both carbines and slinky's grease) had to boot dod up about 4 times per model, so 12 times....

But i don't know any faster way to see whats the origin looks like ingame....

Maybe if you compiled it, boot dod, start a lan, see what it looks like, disconnect, alt-tab to your folder, adjust, compile again, alt-tab again to dod, and start dod again?? just a thought, never tried it out...

Lorda Mercy
05-11-2003, 09:29 AM
Is there an origin tag to put a v_model on a tilt (for example, to show the colt 45 being held sideways down)?

05-11-2003, 09:46 AM
no, you would have to tilt it using Milkshape

if you want one, I can make it for you, its really easy, just gimme ur Email

05-11-2003, 10:03 AM
I think I've seen this before, but I can't remember where. It was a v_model that appeared as 3 rulers starting from the bottom right corner.

You could drop your models on it, and be able to accurately tell how much you should move it in-game, because the ruler has numbers on it.

It'd be nice if somebody had something like that.

I think it wouldn't be all that hard to make one of these things. Just 3 boxes, no meshing needed, just paint a bunch of numbers. Just make sure the scaling is correct, that's the hardest part.

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