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question about v_model position


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Voi
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Join Date: Sep 2006
Location: Gdansk, Poland
Old 10-13-2007 , 18:13   Re: question about v_model position
Reply With Quote #11

thanks, testing
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Old 03-26-2008, 16:01
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Voi
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Join Date: Sep 2006
Location: Gdansk, Poland
Old 03-26-2008 , 17:22   Re: question about v_model position
Reply With Quote #12

well im searching all functions again, so mb i find something usefull


EngFunc_ChangePitch what it does? i try to set different values and it does nothing :F

edit:

ive changed position of v_model in the model itself, but what bothers me is that when you rotate or look up/down the angle of the v_model changes slightly so the crosshair isnt at its position, pls download and take a look:

is there a cvar or something to block the stupid angle changing ?
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Last edited by Voi; 03-26-2008 at 17:44.
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Wilson [29th ID]
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Join Date: Nov 2005
Location: London
Old 03-27-2008 , 04:51   Re: question about v_model position
Reply With Quote #13

Trust me I know how you feel. You'd have to create your own models.
I did what you're doing for DOD Realism mod, and as you can see some of them are not perfect ironsights because of the xhair problem.
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Voi
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Join Date: Sep 2006
Location: Gdansk, Poland
Old 03-27-2008 , 06:53   Re: question about v_model position
Reply With Quote #14

so basicly theres not way of removing the v_model "moving" while you rotate or look up and down ?

the crosshair isnt the problem couse i want to remove it completly, but the ironsights not getting synchronized when you look at some angles

also is there a way to get closer v_model, without getting it ugly cuted off by the engine ? tried changing fov, it helps a bit, but still the ironsights are too far and are affected by the moving v_model :F
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Last edited by Voi; 03-27-2008 at 06:57.
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Wilson [29th ID]
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Old 03-30-2008 , 13:06   Re: question about v_model position
Reply With Quote #15

I dont know of a way to get rid of the rotating v_model thing.

The only way to remove the cutting off part is to edit the model..
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