I see the above issue all the time and here is the easy way to fix it:
Add this line to your models .qc, but with the correct path to your steam folder:
Remember this will only work if you have the valve biped wrist bone on your models skeleton and rigged to it properly (just look at a HL2 characters rigging)Code:$proceduralbones "C:\Program Files\Steam\steamapps\*Steam username*\sourcesdk_content\hl2mp\modelsrc\humans_sdk\male.vrd"
So this should be able to be adapted to work with pistons, once you figure out how it works because this:
doesn't make much sense (thats the configuration code fore the right wrist)Code:<helper> Bip01_R_Wrist Bip01_R_Forearm Bip01_R_Forearm Bip01_R_Hand <display> 1.5 3 3 100 <basepos> 0 0 0 <trigger> 90 -90 0 0 0 0 0 0 0 0 <trigger> 90 -90 90 0 0 0 0 0 0 0 <trigger> 90 -90 -90 0 0 0 0 0 0 0 <trigger> 90 0 0 -90 90 0 0 0 0 0 <trigger> 90 0 0 90 90 0 0 0 0 0 <trigger> 90 0 0 0 90 0 0 0 0 0 <trigger> 90 180 0 0 -90 0 0 0 0 0
uuuuh okay, maybe i'll try that some other time
I thought we agreed that you would stop porting firearms damnit.
Bloo wants the monopoly over weapons.
It's an Arms Race.
and I said I was doing the guns for fun
Since i figured out how to port stuff from NV too, I call the monopoly on porting vehicles since nobody's done many of them without them being plagued with problems.
And there's not many vehicles ported out of the shitload of them that are in NV.
Yeah, eventually. I requested the army truck years ago and nobody managed to do it. I'm working on the B-29 at the moment and it doesn't exactly seem like rocket science, so i might end up doing a vehicle pack again. Probably going to re-port all the cars with correct scaling and without the fucked up UVmaps on the undersides too.
I need to start keeping tabs on all the shit i said i'd do, i've got 2 mass effect prop packs planned/being worked on and about 4 texturing projects i said i'd do.
B29 Done except for physmodel which is too busy sucking dicks to work properly at the moment.
It turned out nice.
I'll make the decal bodygrouped, that way it can just be used as a generic B-29. I'm not going to make any specific skins for it.
Doom 3 models are ridiculously easy to port.
Shame they look like big blobs without their bumpmaps. The view model comes with animations also from the game.
Eww damn those textures ugly. Are you gonna attempt to spruce them up a bit?
Maybe, they were really just a test to see if I could get the animations exported and working properly in source.
someone was porting that D3 Cyberdemon. what happened to it?
Bodygrouped the landing gear and propellers, probably going to release this today once i get the wrecked version and the parts ported.
I'm not really good at posing.