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Boss429
Joined: 03 Dec 2006 Posts: 22
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Posted: Thu Jan 28, 2010 8:03 pm Post subject: rotating v_models |
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I've made some dpm models from half life v_models, but they appear off screen because half life has a different fov. From what I can tell they are rotated 90 degrees and are off by about -10 y axis. Is their an easy way to change this qc side instead of editng the models? |
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Mobster103
Joined: 08 Jan 2010 Posts: 3
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Posted: Thu Jan 28, 2010 10:56 pm Post subject: reply |
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itll be easier to just edit the model |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Thu Jan 28, 2010 11:04 pm Post subject: |
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I'd also recommend editing the models, but if you're using an engine which supports viewmodelforclient, you can make the weapon an entity, which you can offset however you like. _________________ Look out for Twigboy |
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Boss429
Joined: 03 Dec 2006 Posts: 22
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Posted: Mon Feb 01, 2010 8:40 pm Post subject: |
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Urre wrote: | I'd also recommend editing the models, but if you're using an engine which supports viewmodelforclient, you can make the weapon an entity, which you can offset however you like. |
so I'd have to set self.weaponmodel blank and then make a new entity that has .veiwmodelforclient and then edit its position using setorigin?
Then I'd have to rewrite all the animation code too right? |
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