[REQ]two handed colt1911

04-10-2005, 03:35 PM
i once replaced my colt with a CS model that was a colt, too (looked pretty good), but was like all other CS pistols held with two hands. using this model i really felt like i had more control of my colt and killed more ppl with it than usual.

since it was a cs model the arms and some animations didnt really fit, so is there anyone who wants to create a custom colt here?
(or is the MSA area dead, yet?)

i will post a link to the cs custom model and ask everyone to just replace your dod colt with it and see how completly new (and good) it feels then

04-10-2005, 11:04 PM
so... if I am correct in reading what you said... The CS gun model WORKED in DOD, but just acted weird with the wrong animations attached??

If this is correct, then, all that is needed is a QC edit. If you can post it in a FTP site or something, I can have a look at it and see if I can get it to look like it belongs.

04-11-2005, 10:44 AM
yeah i tried the qc edit, but im too unskilled with milkshape to change the CS arms.
actually the firing- and draw-animation worked, the rest didnt and since there is no empty_idle sequence on that model i would have to create one, but once again i fail at milkshaping.
the easiest thing i would propably get to work would be mirroring the model because CS models come lefthanded since 1.6 or whatever for some reason.

the site i got that model from is down atm, i hope it will be back within a few days.

i wasnt actually asking for that model, but at least a colt thats held by two hands.

i guess reanimating an existing dodmodel would be easier, but all the colts i saw so far didnt look that bulky and powerful

04-11-2005, 11:11 AM
here, i found it:

great gun imo (http://www.csnation.net/skins/view_skin.php?id=5902)

just test it, i think its origins and the model itself are just great.
someone here to convert it or even produce a new colt inspired by this one? :cool:

Makabi Gafera
04-12-2005, 01:59 PM
aye, it is great, but I believe that converting CZ arms to DoD is a no-no. (at least that's the impression I got from my request of having Flakk's Mauser C96 converted to the Luger.)

04-12-2005, 04:19 PM
I will see what I can do.

Yes CS hands to DOD is a no-no, but I am pretty sure porting DOD hands onto this MDL was part of the request

04-12-2005, 10:30 PM
OK, I have done my part of this request, and it is now right handed and plays in DOD like it was designed for it.

I think you will want to start a new thread to get someone to port the DOD hands over. I doubt it is much work, but, I have never done it and I seriously don't give a poop if my hands for my knife don't match the hands for the pistol, dont match the MP44, don't match the Garand, etc. so I am not the guy to ask for that procedure.

Click here to download 2 handed Colt (v_colt.zip) (http://files.dodnetwork.com/download.php?userid=37&imagel=v_colt.zip)

here is a screenshot of the new skin i put on the gloves, wool gloves, more WW2 than biker gloves, but...

04-13-2005, 10:27 AM
yeeeha! thank you so much, thats great!

but i think i will put on the old glove skin again, since the wool one looks too plain imho. at least until i replaced the CS hands with the dod hands, even if i have to do it poly by poly, bone by bone (it must be possible)

thanks again!

04-13-2005, 02:51 PM
Is there any chance that you can release the two-handed colt with the dod hands? That'd be swell.

04-13-2005, 03:25 PM
if i can push myself to try or if someone experienced is willing to do this, of course.

btw, billynaire, are the origins the same as in the CS version? to me it looks like the gun is held closer to the player, i think thats because there were 3 different versions with different skins and animations in it. i will have to look if i can tell you which was the one i was actually looking for (forgot there were 3 different guns) :(

damn this site is down again and i already deleted the archive, so i will have to wait :angry:
i was actually talking about the darker one, i believe it was called solid snake in the pack aaargh, im so angry because i forgot to say what model i was exactly talking about :mad:

04-13-2005, 05:45 PM
there were a ton of different versions, and I wasnt sure which one, so I took the coolest looking one... BUT, I am under the strong impression that all you need to do is swap the QCs for the MDLs and it should give you which ever model you want (use the QC in the MDL I posted and swap it for the QC of the model you want to use in DOD, all you need to do is have the 8 animations in which ever MDL's QC you want to use, this will also allow you to keep the biker gloves 8p )

04-14-2005, 11:41 AM
i know the models are the same, only difference are skins, animations and origins, so if i put the dod qc on the model skin and origins i found to be the coolest, wont it just change the origins, so it looks like the one you did for me (except the skin)? :confused:

04-14-2005, 01:59 PM
ok, i found that pack again and it seems you chose the model that was called "v_deagle_alt" but i was actually talking about the one with no "alt" in its name, it has really great origins

04-14-2005, 08:37 PM
i think the origins can be saved in the QC to change it, but, they are not actualy in the QC (make sense?)

I think that just swaping the QC will work, and, like I said, all you need to do is swap the animation info like this (the orange is the actual change, the white is just mile markers)

$hbox 0 "R wrist rotate" -10.960000 -8.600000 -8.560000 37.209999 7.840000 9.710000

// 6 animation sequence(s)
$sequence "idle" "idle" fps 16
$sequence "shoot" "shoot" fps 35 { event 5001 0 "21" }
$sequence "shoot2" "shoot2" fps 35 { event 5001 0 "21" }
$sequence "shoot_empty" "shoot_empty" fps 35 { event 5001 0 "21" }
$sequence "reload" "reload" fps 30 {
{ event 5004 8 "weapons/clipout.wav" }
{ event 5004 45 "weapons/clipin.wav" }
{ event 5004 69 "weapons/1911slideforward.wav" }
$sequence "draw" "draw" fps 30 { event 5004 18 "weapons/1911slideback.wav" } { event 5004 33 "weapons/1911slideforward.wav" }

// End of QC script.

$hbox 0 "R wrist rotate" -10.960000 -8.600000 -8.560000 37.209999 7.840000 9.710000

// 8 animation sequence(s)
$sequence "idle" "idle" fps 12
$sequence "shoot1" "shoot1" fps 50 { event 5001 1 "21" } { event 6002 1 "0" }
$sequence "shoot2" "shoot2" fps 50 { event 5001 1 "21" } { event 6002 1 "0" }
$sequence "reload" "reload" fps 34 {
{ event 5004 2 "weapons/colt_reload_clipout.wav" }
{ event 5004 62 "weapons/colt_reload_clipin.wav" }
{ event 5004 73 "weapons/colt_reload_clipin.wav" }
$sequence "reload_noshoot" "reload_noshoot" fps 34 {
{ event 5004 2 "weapons/colt_reload_clipout.wav" }
{ event 5004 62 "weapons/colt_reload_clipin.wav" }
{ event 5004 73 "weapons/colt_reload_clipin.wav" }
$sequence "draw" "draw" fps 44 { event 5004 1 "weapons/rifleselect.wav" }
$sequence "shoot_empty" "shoot_empty" fps 50 { event 5001 1 "21" } { event 6001 2 "0" }
$sequence "empty_idle" "empty_idle" fps 30

// End of QC script.

I dont see any reason why it would move the origins, but if you try using my QC and it does move the origins, just replace the old anim section with the new

04-15-2005, 07:49 AM
ok, i will try it thanks a lot.

04-20-2005, 08:33 AM
hey, one last question:
how did you flip the model around (i guess you did it before compiling, but how?)?
when i change the qc file as you told me, the animationsare in the right order, but when its playing the "empty_idle" and "reload_noshoot" animation, the whole model is messed up (turned at 180°, arms tied around, barrel where it should be, but not the rest of the gun).

04-21-2005, 05:05 AM
hhahaha, oh goodness, i never thought of that...

Yeah that QC will not work, because it is for a flipped model... good one

No, I used a post-compile flipper called "gFlip" (Goat Flip) I don't think it is available any more, but, here is what I will do...

Since this was a request, and you HAVE been trying, not just sitting on your thumbs, I will replace the model on the FTP site (I am only allowed a select number of uploads, but if I swap one, it should work).

I will see if I can get the correct MDL you asked for how you wanted it.

DOH ! ! The FTP site is down, frek, OK, I can try to send it, but, that usually isnt a good idea unless you have a fairly large email box like gMail or something. The site said it should be back up soon, but.... you never know... if you have a large email or a FTP site I can upload to let me know, and I will try to get it to you.

04-21-2005, 05:25 AM
OK, there were more complications to what I said before that I didn't think about, like the fact you need to copy and/or rename some of the SMDs and you are right, the origins do get moved when re compiled.

I will try to get it as close to the one by SolidSnake, but it will not be exact since I do not konw how to extract the origins (if it can be done at all)

It should be ready by the time you read this, just let me know how to get it to you

04-21-2005, 05:46 AM
Here is the screen shots of the 3 origins:

*- My eyeballing origins of snake's Desert Eagle (with DOD anims) Final
*- Snake's Desert Eagle after gFlip-ed
*- Snake's Desert Eagle after recompiled with DOD anims (not re alligned)

04-21-2005, 10:27 AM
youre a god :eek:
the "solid snake" one in the middle is just what i was looking for, i dont care about black gloves, iŽll have to live with [or try to change it myself], but at least i will get the feeling with that model!

you could send it to me via e-mail, the v_-model itself isnt that big, is it?

(tried that renaming stuff on the smds, too after looking at the error log after compiling, but then i got trouble because of the unflipped model.)

04-22-2005, 09:14 AM
thank you so much for helping me, billynair!
this colt looks like a colt should look like, yeah!

but one last quetion:
would it work if i opened the ref.smd in milkshape, took out the cs arms/hands and put in some dod ones and just connected the right vertexes to the right bones? you said replacing cs with dod arms would be a no no, why?

04-22-2005, 07:30 PM
I ment that using CS arms in DOD is not something these forum readers consider "Kosher" if you are releasing, but there is nothing at all wrong with using CS hands on your own, or as a request for another person. But even if you do release a MDL with CS hands, the worst result will not be physical, but rather a reply of "EEEWWWW, CS hands..."

I am not entirely sure how to swap out the hands, and like I said before, I really couldn't give 2 poops about using CS hands or not so I probly will never learn how to swap them.

but, yeah, importing/re attaching the arms should work in theory, but, as that MDL sits right now, it will work with out problems in your DOD, you just have to look at the biker gloves while you run around.

(When I play I am more woried if I hit the other player than wether or not my hands for the grenade, knife, bazooka, pistol, Katana, limp-fish, frying pan all match up, I have guns from so many different users and packs that trying to match all the hands would be more work than its worth, I just like the guns)

04-23-2005, 08:34 AM
thats actually my thinking, too, but it would be nicer, i actually dont use gloves at all, but i somehow hav the obsession to find the perfect colt replacement.

i will just try to swap the models, the gloves are just some extra polygons that are assigned to the same bone as the rest of the hand base, arent they? taking them away shouldnt take influence on animations or anything else i think.

04-26-2005, 02:31 AM
I will tell you how I replaced weapons, it might work with the arms.

*-snapshot a copy of the polys you WANT
*-paste them into a MDL that has the parts you will REPLACE
*-resize the new parts as necessary
*-delete the polys / groups of polys you dont want anymore
*-assign the polys to the proper bones
*-export as HL MDL

it is easy for weapons (V_ models to P_ or W_ models) because they are usualy controlled by only one bone, but the arms have all the carpals and metacarpals and crap, and if you get one twisted, you are not going to be happy.

I am sure there MUST be an easier way, but I dont know of it. You might try asking in the main MSA forum, might have a few guys that have found an easy way


04-26-2005, 09:16 AM
that was actually what i was planning to do, im only afraid of the execution :rolleyes:

04-26-2005, 01:25 PM
We here in the MSA forums have a saying:

"NEVER... no, what was it... ALWAYS, back up your $#!+"

(and I have a copy if you mess up ;) )

There are a few people that want this model, as noticed in my PMs, so if you get the DOD arms on it, you can place it in the "release" forums and people will thank you profusely.

04-26-2005, 03:19 PM
i will try it :dog:

thats odd, the dod moels have their hands laying next to the weapon when there is no sequence loaded, but cs weapons always start with the hands in the right position, do i have to manually put the model of the dod hands into position before assigning it to the bones, or doesnt this matter at all?

04-26-2005, 08:56 PM
Yes i will shower you with chocolate and flowers and probably ask you out on some sort of...

Um..never mind that..

If you released this colt, I would use it and thanks you greatly..

04-26-2005, 09:59 PM
err.. what are you guys trying to do? Splinter animated a 2-hand-held tokarev or something, you could easily port the model onto that :confused:

04-26-2005, 10:49 PM
Originally posted by Billie|Joe
err.. what are you guys trying to do? Splinter animated a 2-hand-held tokarev or something, you could easily port the model onto that :confused: Where were you about 20 posts ago...

I am not sure, but the origins are more than likely different on splinter's and that was one thing intifada wanted, but, that would be a lot easier to port the gun over than the arms in, I think. There are still the differences in bones in the gun, and the animations will be off if the gun was not ported in exact location and size, and now that I think about it, assigning the hands might be easier. But I have no idea because I have never tried before... muhahaha.
If you or anyone else knows an easy (Easier) way to port the hands over let us know.

Originally posted by Intifada
thats odd, the dod moels have their hands laying next to the weapon when there is no sequence loaded, but cs weapons always start with the hands in the right position, do i have to manually put the model of the dod hands into position before assigning it to the bones, or doesnt this matter at all? That is how the references are in all DOD models, do not try to move the bones, just leave them there and add the polys to the bones as you found them. It is the animation SMDs that will move the bones to contact the gun when needed.

04-27-2005, 07:05 AM
yeah, i figured that out, too. seems to be a lot more user-friendly than the CS models (another + for dod compared to cs :))

would be really cool if someone who knows some good tactics would show up to help (because i gave up seeing all the bones, vertexes and crap i would have to mess with, if i did it how i thought i would do it)

04-27-2005, 09:25 AM
actually porting the gun would be TONS+OVERKILL easier than setting up the hands. The hands also have :crown::crown::crown::crown: loads of more bones than the weapon.

Just open the colt reference (splinters), then import the colt that you want (JUST the colt TRIANGLES, not the hands). Then write down (or remember) which bone goes to what part (ie bone01 = reciever, etc) and then position/scale the colt where the original was (peice of cake). then delete the original and assign the bones to your new colt and just export + compile and have fun.

..and just change the origins if you want to :confused:

splinters tokarev (http://dodec.hlgaming.com/filedb/pafiledb.php?action=file&id=1295)

If you just wanted the anims on the CS one than.. you can probably just forget it cause it'd really be a *****-next to impossible imho- to set it up and assigning all those vertices without rotate/move ripping it ;/

if you have further trouble gimme a buzz

(come to think of it, i'm not sure if the tokarev functions just as a colt does, but i'm sure if you delete the gun bones, and then copy/paste the arm/hand anims and adjusting them to another set of anims would do the job if that's the case)

Originally posted by BillyNair
Where were you about 20 posts ago...


04-27-2005, 04:36 PM
Since Splinter doesn't usually attach an in game screen shot, perhaps you could enlighten me as to whether this models has gloves or not?

04-27-2005, 05:36 PM
probably not but you can easily do it yourself by a click of 2 buttons by installing Jed's Half-Life Model Viewer (http://www.wunderboy.org/3d_games/utils/hlmv.php). (file/load the model, press on the "textures" tab, press the "import" button, then locate the glove texture, then save)

04-28-2005, 09:11 AM
the only problem about the tokkarev is, that its animations and origins dont create the feeling i was so excited about on this CS model and i think its really hard to reproduce

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