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rotating v_models

 
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Boss429



Joined: 03 Dec 2006
Posts: 22

PostPosted: Thu Jan 28, 2010 8:03 pm    Post subject: rotating v_models Reply with quote

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

PostPosted: Thu Jan 28, 2010 10:56 pm    Post subject: reply Reply with quote

itll be easier to just edit the model
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Jan 28, 2010 11:04 pm    Post subject: Reply with quote

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.
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Boss429



Joined: 03 Dec 2006
Posts: 22

PostPosted: Mon Feb 01, 2010 8:40 pm    Post subject: Reply with quote

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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