Origin Tutorial

02-20-2006, 02:13 PM
Could somebody please put together a quick tutorial on how to reorigin weapons? Some of them are really bugging me, e.g. the Pistols.


02-20-2006, 02:26 PM
?? what is that?

Andy Whyberd
02-20-2006, 02:55 PM
How to move the gun around the screen so you can see it at a different point.

For Example, it could be raised to shoulder height etc.

02-20-2006, 03:30 PM
how do you do it?

02-20-2006, 04:03 PM
I believe that's what he's asking for. There's bound to be one somewhere on sourceblog, or way back in the archives of this forum.

I remember back in the day you had to edit the QC file, but I don't know what you'd edit for Source.

02-21-2006, 04:17 AM
This is the top of a qc file i have.

$cd "D:\mymod\"
$modelname "weapons\v_garand.mdl"
$model "Garand" "v_garand_reference.smd"
$cdmaterials "models\weapons\v_models\garand\"
$cdmaterials "models\weapons\v_models\hands\"
$origin -16 0 0
$texturegroup skinfamilies

This is an example.

$origin 0 0 0 will be X Y Z co-ordinates.

X - Is how far back or forward you want the gun. Negative numbers moves it forward, positive numbers moves it back.

Y - Is how how far left or right you want it. Positive pushes it right, negative moves it left.

Z - Is how far up or down you want the weapon. Positive numbers moves it down, negative numbers moves it up.

02-22-2006, 06:27 PM
Ya but how do you make qc files?

02-22-2006, 09:55 PM
For a new weapon?

Just decompile the current dod:S weapon models using cannonfodders decompiler.

It outputs a qc file.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.