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Converting models of weapons cs 1.6 for cs go


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mietek98
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Join Date: Jul 2016
Old 08-18-2016 , 15:06   Converting models of weapons cs 1.6 for cs go
Reply With Quote #1

Converting models of weapons cs 1.6 for cs go

Video:


We will need a few programs:
-Crowbar http://steamcommunit...48158158680766/
-VTFEdit http://nemesis.thewa.../index.php?p=41
-MilkShape 3D 1.8.4 http://gamebanana.com/tools/4871
-Half-Life Model Viewer https://developer.va...ki/Model_Viewer


Here we go (sorry for the spelling mistakes ,spelling ,English )

1.Na beginning they ran a model that you want to convert and it decompiles Using a crowbar or Milkshape ( I'm wearing the processing http://gamebanana.com/skins/145296 )
We extract a model folder model cs 1.6

2.turn on Milkshape choose from the bar tools- > Kratisto 's Half -Life MDL Decompiler v1.2
I choose to decompile our model with cs 1.6 , in this case v_famas and click OK . After a while, the model should be decompiled .


3.Go to our folder decompile model and open a text document file ( QC) v_famas using a notebook (I use Notepad ++ )
QC My file looks like this:
Code:
/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2 
2003, Kratisto. Based on code from Valve's HL SDK.

v_famas.mdl

Original internal name:
"v_m1918bar.mdl"

==============================================================================
*/

$modelname "v_famas.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)
$body "weapon" "v_m1918bar"

$body "hands" "CSO_Hand_Male_L_2009"


// 2 attachment(s)
$attachment 0 "Bone02" 28.000000 0.000000 0.000000
$attachment 1 "Bone02" 0.500000 -1.000000 0.500000

// 12 hit box(es)
$hbox 0 "root" -9.310107 -5.231260 -12.513384 9.847816 3.010857 0.000000
$hbox 0 "Bone01" -1.360000 -8.498729 -1.730000 1.620000 8.762585 1.240000
$hbox 0 "Bone_Lefthand" -1.600000 -6.426759 -0.830000 2.441370 0.000000 0.920000
$hbox 0 "Bone02" -13.920000 -7.750000 -4.510000 28.000000 1.490000 4.490000
$hbox 0 "Bone_L_Upper" 0.000000 -1.690000 -2.690000 8.980000 1.680000 1.690000
$hbox 0 "Bone05" 0.000000 -0.830000 -0.750000 1.535927 0.870000 0.730000
$hbox 0 "Bone06" 0.000000 -0.660000 -0.610000 1.200000 0.540000 0.490000
$hbox 0 "Bone04" -1.720000 -8.450418 -1.670000 1.310000 8.839177 1.300000
$hbox 0 "Bone_Righthand" -1.400000 -3.140000 -0.810000 1.580000 0.000000 0.940000
$hbox 0 "Bone27" 0.000000 -0.870000 -0.750000 1.522835 0.850000 0.730000
$hbox 0 "Bone28" 0.000000 -0.560000 -0.610000 1.230000 0.630000 0.480000
$hbox 0 "Bone_R_Upper" 0.000000 -1.630000 -2.690000 9.070000 1.740000 1.690000

// 6 animation sequence(s)
$sequence "idle1" "idle1" fps 30 loop 
$sequence "reload" "reload" fps 30 {
  { event 5004 24 "weapons/m1918bar_clipout.wav" } 
  { event 5004 55 "weapons/m1918bar_clipin.wav" } 
  { event 5004 74 "weapons/m1918bar_boltpull.wav" } 
 }
$sequence "draw" "draw" fps 30 
$sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } 
$sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } 
$sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } 

// End of QC script.
That it can be compiled as a model for cs him we have to convert some .

4.Open qc file and remove from it are:
Code:
$modelname "v_famas.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
And instead add to the beginning of it
$ModelName "weapons\v_rif_famas.mdl" //name model

$CDMaterials "models\weapons\v_models\nowy_famas\" //textures


5.A now we need to add animation corresponding functions or if the animation qc model with 1.6 are :
Code:
// 6 animation sequence(s)
$sequence "idle1" "idle1" fps 30 loop 
$sequence "reload" "reload" fps 30 {
  { event 5004 15 "Weapon_FAMAS.Clipout" }
{ event 5004 42 "Weapon_FAMAS.Clipin" }
{ event 5004 57 "Weapon_FAMAS.ClipHit" }
{ event 5004 76 "Weapon_FAMAS.BoltBack" }
{ event 5004 78 "Weapon_FAMAS.BoltForward" }
 }
$sequence "draw" "draw" fps 30 
$sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } 
$sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } 
$sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" }
,Then we must do so ( eg . To reload animations add activity " ACT_VM_RELOAD " 1 ) :
Code:
// 6 animation sequence(s)
$sequence "idle1" "idle1" fps 30 loop activity "ACT_VM_IDLE" 1
$sequence "reload" "reload" fps 30 activity "ACT_VM_RELOAD" 1 {
  { event 5004 15 "Weapon_FAMAS.Clipout" }
{ event 5004 42 "Weapon_FAMAS.Clipin" }
{ event 5004 57 "Weapon_FAMAS.ClipHit" }
{ event 5004 76 "Weapon_FAMAS.BoltBack" }
{ event 5004 78 "Weapon_FAMAS.BoltForward" }
 }
$sequence "draw" "draw" fps 30 activity "ACT_VM_DRAW" 1
$sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1
$sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1
$sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1
7.A whole should look like this:
Code:
/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2 
2003, Kratisto. Based on code from Valve's HL SDK.

v_famas.mdl

Original internal name:
"v_m1918bar.mdl"

==============================================================================
*/

$ModelName "weapons\v_rif_famas.mdl"

$CDMaterials "models\weapons\v_models\nowy_famas\" //ścieżka do textur

//reference mesh(es)
$body "weapon" "v_m1918bar"

$body "hands" "CSO_Hand_Male_L_2009"


// 2 attachment(s)
$attachment 0 "Bone02" 28.000000 0.000000 0.000000
$attachment 1 "Bone02" 0.500000 -1.000000 0.500000

// 12 hit box(es)
$hbox 0 "root" -9.310107 -5.231260 -12.513384 9.847816 3.010857 0.000000
$hbox 0 "Bone01" -1.360000 -8.498729 -1.730000 1.620000 8.762585 1.240000
$hbox 0 "Bone_Lefthand" -1.600000 -6.426759 -0.830000 2.441370 0.000000 0.920000
$hbox 0 "Bone02" -13.920000 -7.750000 -4.510000 28.000000 1.490000 4.490000
$hbox 0 "Bone_L_Upper" 0.000000 -1.690000 -2.690000 8.980000 1.680000 1.690000
$hbox 0 "Bone05" 0.000000 -0.830000 -0.750000 1.535927 0.870000 0.730000
$hbox 0 "Bone06" 0.000000 -0.660000 -0.610000 1.200000 0.540000 0.490000
$hbox 0 "Bone04" -1.720000 -8.450418 -1.670000 1.310000 8.839177 1.300000
$hbox 0 "Bone_Righthand" -1.400000 -3.140000 -0.810000 1.580000 0.000000 0.940000
$hbox 0 "Bone27" 0.000000 -0.870000 -0.750000 1.522835 0.850000 0.730000
$hbox 0 "Bone28" 0.000000 -0.560000 -0.610000 1.230000 0.630000 0.480000
$hbox 0 "Bone_R_Upper" 0.000000 -1.630000 -2.690000 9.070000 1.740000 1.690000

// 6 animacje
$sequence "idle1" "idle1" fps 30 loop activity "ACT_VM_IDLE" 1
$sequence "reload" "reload" fps 30 activity "ACT_VM_RELOAD" 1 {
  { event 5004 15 "Weapon_FAMAS.Clipout" }
{ event 5004 42 "Weapon_FAMAS.Clipin" }
{ event 5004 57 "Weapon_FAMAS.ClipHit" }
{ event 5004 76 "Weapon_FAMAS.BoltBack" }
{ event 5004 78 "Weapon_FAMAS.BoltForward" }
 }
$sequence "draw" "draw" fps 30 activity "ACT_VM_DRAW" 1
$sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1
$sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1
$sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1
// End of QC script.
8.If we have everything redone we save and we carry out texture.
open VTFEdit
Click File- > New- > File- > Import ( choose one of our textures for example . M1918bar_v.bmp and click ok)
Now we File- > save as ... ( and save to a folder model 1.6 NOTE name must be the same as the original or written as m1918bar_v )

9.Now we assign a file path .vtf
Click File- > New and remove
Code:
"LightmappedGeneric"
{
}
And instead of the paste is:
Code:
"VertexLitGeneric"
{
     "$baseTexture" "models\weapons\v_models\nowy_famas\m1918bar_v" 
    
}
Now we File- > save as ... and save with the same name as the previous texture that is m1918bar_v

And as we do with all the textures

10.When we have finished texture we build our model open Crowbar ( must be configured )


Chose- > compile- > Browse and choose our file qc and click on the bottom compile
After a successful compilation definitely we should get such communi :
Code:
Compiling with Crowbar 0.34.0.0: "C:\Users\Daniel i Dawid\Desktop\tut modele cs 1.6 for cs go\models\csss.qc" ...

  Compiling ".\csss.qc" ...
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_revolver/pist_revolver.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_falchion_advanced/knife_falchion_advanced.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt.
    CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.vmt.
    qdir:    "c:\users\daniel i dawid\desktop\tut modele cs 1.6 for cs go\models\"
    gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\"
    g_path:  "csss.qc"
    Building binary model files...
    Working on "csss.qc"
    SMD MODEL v_m1918bar.smd
    SMD MODEL CSO_Hand_Male_L_2009.smd
    SMD MODEL idle1.smd
    SMD MODEL reload.smd
    SMD MODEL draw.smd
    SMD MODEL shoot1.smd
    SMD MODEL shoot2.smd
    SMD MODEL shoot3.smd
    Processing LOD for material: m1918bar_v
    Processing LOD for material: CSO_HighQ_Hand__Long_512
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/weapons\v_rif_famas.mdl:
    bones        11444 bytes (45)
       animation       x       y       ips    angle
    animations   26888 bytes (6 anims) (277 frames) [0:09]
    sequences     2116 bytes (6 seq) 
    hdr@04A5F204=7A400200
    ik/pose        328 bytes
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    hdr@04A5F204=7A400200
    textures       136 bytes
    keyvalues      116 bytes
    hdr@04A5F200=7A400398
    hdr@04A5F204=7A400200
    bone transforms     6184 bytes
    bone flex driver       0 bytes
    bodygroup presets       0 bytes
    collision        0 bytes
    total        48068
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/weapons\v_rif_famas.vvd:
    vertices    178560 bytes (3720 vertices)
    vertices     79872 bytes (1664 vertices)
    tangents     59520 bytes (3720 vertices)
    tangents     26624 bytes (1664 vertices)
    total       344640 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/weapons\v_rif_famas.dx90.vtx":
    body parts:        16 bytes
    models:            40 bytes
    model LODs:        24 bytes
    meshes:            18 bytes
    strip groups:      66 bytes
    strips:            70 bytes
    verts:          48438 bytes
    indices:        32688 bytes
    bone changes:     352 bytes
    everything:     81724 bytes
    
    Completed "csss.qc"
    CDynamicFunction: Loading library 'Kernel32.dll' (75890000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C3BE60
    CDynamicFunction: Closing library 'Kernel32.dll' (75890000)
  ... Compiling ".\csss.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.34.0.0: "C:\Users\Daniel i Dawid\Desktop\tut modele cs 1.6 for cs go\models\csss.qc" finished
11.Open the folder compiled 0.34 and copy the files that are there and paste it to the target folder or folder models / weapons
Copy also texture the models \ weapons \ v_models \ nowy_famas

And ready so the model looks in Half -Life Model Viewer






Problems with Converting models :

1.Model not see the game but everything do correctly it may be due to the fact that the model is inversely arranged
( Should look like in HLMV)



must be parallel to the red line . If set otherwise we have to add the file QC at each animation rotate 90 ( 90 is an example of a value in degrees , if the model is to rotate )

Example:
Code:
// 6 animacje
$sequence "idle1" "idle1" fps 30 rotate 90 loop activity "ACT_VM_IDLE" 1
$sequence "reload" "reload" fps 30 rotate 90 activity "ACT_VM_RELOAD" 1 {
  { event 5004 15 "Weapon_FAMAS.Clipout" }
{ event 5004 42 "Weapon_FAMAS.Clipin" }
{ event 5004 57 "Weapon_FAMAS.ClipHit" }
{ event 5004 76 "Weapon_FAMAS.BoltBack" }
{ event 5004 78 "Weapon_FAMAS.BoltForward" }
 }
$sequence "draw" "draw" fps 30 activity "ACT_VM_DRAW" 1
$sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } rotate 90 activity "ACT_VM_PRIMARYATTACK" 1
$sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } rotate 90 activity "ACT_VM_PRIMARYATTACK" 1
$sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } rotate 90 activity "ACT_VM_PRIMARYATTACK" 1
2.Model runs in the game but has a bad arrangement
You can fix this by using the add file QC $ origin 0.0 0.0 0.0 ( 0.0 Tables of responsibility for moving the model to the left or right eg 2.0 model moves to the right by 2 and -2.0 left )
( The second value of the forward or reverse) ( third value up, down)
View of the eyes is keep more where origin Axis



3.Model in the game is all black
Make sure that the file names vtf are appropriate and are in folder as file QC
If it does not work Milkshape fire up and check the model by importing the UV map is in place .

If you were to have other problems , please write in comment.

In the same way , you can handle not only the models of weapons but any instance Items etc.


Prohibit copying GUIDANCE IN OTHER FORUMS, SITE WITHOUT MY PERMISSION !!!


Polish version:https://amxx.pl/topic/156047-konwert...o/#entry728534

Last edited by mietek98; 10-01-2016 at 14:59.
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Mitchell
~lick~
Join Date: Mar 2010
Old 08-18-2016 , 22:57   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #2

very cool man. any plans on finding ways to allow the custom arm models with the weapons too? or will that be more than just converting through notepad?
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mietek98
Junior Member
Join Date: Jul 2016
Old 08-19-2016 , 01:40   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #3

For now, yet this did not do much but I will still try to.
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rogeraabbccdd
Veteran Member
Join Date: Jun 2015
Location: de_dust2
Old 08-19-2016 , 13:57   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #4

I'm also trying to convert cs1.6 model to csgo, and this is my work.

Video
Spoiler


Picture
Spoiler


I'm trying to remove cs1.6 hands and use csgo hands in v model, and port p model to csgo third-person model now.


***EDIT 2017/1/6***
You can download this model here.
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Last edited by rogeraabbccdd; 01-06-2017 at 06:21.
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mietek98
Junior Member
Join Date: Jul 2016
Old 08-19-2016 , 14:31   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #5

Nice.

If you want cs go hands in v models you need to add a skeletal bone csgo hand to model weapons, and make the new animations weapons with hands cs go.
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rogeraabbccdd
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Old 08-20-2016 , 09:05   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #6

CS1.6 models are smaller than csgo, I think you should change $scale from 1.0 to 1.21.
Btw I have a list of all hand bonename, cs1.6 css and csgo, I can give it to you if you need.
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Last edited by rogeraabbccdd; 08-20-2016 at 09:21.
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mietek98
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Join Date: Jul 2016
Old 08-20-2016 , 14:12   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #7

Thanks for the tip.
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Spriite
Member
Join Date: Aug 2010
Old 08-25-2016 , 20:53   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #8

Nice tuto.

I tried to convert a model, but no success.

Everything works looks fine on the CSGO HLMV, but in the game i got this weird result.

Spoiler


Any ideias about how to fix this?

Obs: its a grenade model.

Sorry for my bad english...
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mietek98
Junior Member
Join Date: Jul 2016
Old 08-26-2016 , 05:45   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #9

2.Model runs in the game but has a bad arrangement
You can fix this by using the add file QC $ origin 0.0 0.0 0.0 ( 0.0 Tables of responsibility for moving the model to the left or right eg 2.0 model moves to the right by 2 and -2.0 left )
( The second value of the forward or reverse) ( third value up, down)
View of the eyes is keep more where origin Axis


you need to properly set it up
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Spriite
Member
Join Date: Aug 2010
Old 08-26-2016 , 06:41   Re: Converting models of weapons cs 1.6 for cs go
Reply With Quote #10

Quote:
Originally Posted by mietek98 View Post
2.Model runs in the game but has a bad arrangement
You can fix this by using the add file QC $ origin 0.0 0.0 0.0 ( 0.0 Tables of responsibility for moving the model to the left or right eg 2.0 model moves to the right by 2 and -2.0 left )
( The second value of the forward or reverse) ( third value up, down)
View of the eyes is keep more where origin Axis


you need to properly set it up
That's not the case. The model in the image isn't the one what i'm trying to set up, it's a complete different one.

Last edited by Spriite; 08-26-2016 at 06:46.
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