Can someone give me a step by step process to reorigin weapons in HLMV?
Grim_Reaper
11-06-2004, 07:33 PM
I want to reorigin some of the models using Jed's HLMV, however it has never worked for me before. Can someone give me some instructions on how to do this? Any other programs that I might need in addition to Jed's HLMV?
Editor321
11-06-2004, 09:06 PM
id love to direct you to a great tutorial written by marzy, but telefragged deleted it :P sry
Trp. Jed
11-06-2004, 09:57 PM
And lo, God spoke unto thee and said:
"Read the README that comes with HLMV or the FAQ on the download page"
And for the first time they did read and notice a horde of treasures they had never seen before.
From this day on they celebrated this day as day of RTFM.
BillyNair
11-07-2004, 12:57 AM
Originally posted by Trp. Jed
And lo, God spoke unto thee and said:
"Read the README that comes with HLMV or the FAQ on the download page"
And for the first time they did read and notice a horde of treasures they had never seen before.
From this day on they celebrated this day as day of RTFM. November 6th, huh... Marked & 'membered
Brenden Azevedo
11-07-2004, 03:21 AM
Originally posted by Grim_Reaper
I want to reorigin some of the models using Jed's HLMV, however it has never worked for me before. Can someone give me some instructions on how to do this? Any other programs that I might need in addition to Jed's HLMV?
Originally posted by Brenden Azevedo
Download Jed's Half-Life Model Viewer:
http://www.wunderboy.org/3d_games/utils/hlmv.php
Than dowload both of these:
http://collective.valve-erc.com/data/docs/1047496381-02062100/files/studiomdl.exe
http://collective.valve-erc.com/data/docs/1047496381-02062100/files/mdldec12.zip
After you isntall Jed's HLMV, and download the two .exe's from the links I gave you, go open up Jed's HLMV and and go to tools, than configure, and browse to wherever you downloaded the .exe's to.
Using Jed's HLMV, open the model of what you want the origins changed. Remember this is for V_.mdl's. There is a weapon origin tab which allows you to see the placement of the weapon. There will be three values:
X: 0
Y: 0
Z: 0
Changing each 0 to a number moves the model left or right, forward or backward, or up and down.
To change the view of the model after you find what numbers you want, you need to decompile the model. To do this, press tools, and decompile model. It will extract all of the information about the model to wherever you chose to extract it.
When it is done, look for the QC file. It contains data about the origins. Open it with note pad. Using the values you got from using the weapon origin tab in Jed's HLMV, change them to whatever you want.
Go back to Jed's HLMV, and go to configure model. Point it to the QC file wherever you extracted it to.
The model has new origins now. Click file, save model as, and you're done.
POW BABAY!
There you go.
macoto1209
11-08-2004, 11:08 PM
i found that $ x= -1.50000 y=-1.80000 z=-2.00000
most MDL will make a better sholder view than defaults
(i meen, like PIAT should be on the "top of the shoulder", not "below" the armpit)
LtSmith
11-25-2004, 03:17 PM
on mi gc files, it doesnt say origin anywhere, or have any reference that i can see to xyz. ive been using jeds hlmv and i no how to decompile models and all that, but my gc file i get when i do doesnt have that stuff
Verhaden
11-28-2004, 12:59 PM
Open the QC file, and make a new line:
$origin 0.000000 0.000000 0.000000
In the order of X, Y, and Z. Make the appropriate changes, and save. Compile the files, and then you have your weapon and your new origin.
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