I just now noticed that i incorrectly read the modelname of the $includemodel line at 4:22. Oh well. you get the point That's what you get for editing a video at 1AM
Hi Mr. Funreal, its me again.. How do I change the position of the gun in the view model? Like I want to adjust the weapon closer to the camera. Can you do that in blender?
good, sir in case that there was an existing vpk, let's say, the long wrench but the author modded it to replace tonfa. I want it to be put in the cricket bat. Is there an easier way to do it. Like changing values in the qc file or renaming the files before recompiling, perhaps?
How about I want to use 2 .mdl as animation? Like for example I found 2 reanimation mod A and B. They both use the same model weight because they are made by the same person. Their animations both broke after recompiling so I have to use includemodel. I want A for the melee_layer and the rest use B. I knew it is possible because I found some mods on workshop did that.
I'd assume you list one includemodel, use declaresequence for that mdl, then include the other mdl and use declaresequence for the other mdl's sequence and then list the first mdl again and continue with its declaresequence. But i'm not sure on that. Perhaps you can find out by decompiling those mods and check how they did it, if crowbar decompiles that correctly.
I just now noticed that i incorrectly read the modelname of the $includemodel line at 4:22. Oh well. you get the point
That's what you get for editing a video at 1AM
Hi Mr Mr Funeral, I saw you under the VTFEdit Reloaded git ✌️
Thank you so much, you've helped me so much!
Glad to be of service
Hi Mr. Funreal, its me again.. How do I change the position of the gun in the view model? Like I want to adjust the weapon closer to the camera. Can you do that in blender?
Not via includemodel. you'll need to edit the animations.
but you could use $origin to move it. but afaik that's also buggy with includemodel
@@MrFunreal Thanks.
I get an error when I try to load it into hlmv
good, sir in case that there was an existing vpk, let's say, the long wrench but the author modded it to replace tonfa. I want it to be put in the cricket bat. Is there an easier way to do it. Like changing values in the qc file or renaming the files before recompiling, perhaps?
No. You need to redo the thing properly unless you wan all anims to be wrong when playing online.
Just doing it properly is actually faster
i hate to say this, for some reason the animation uses pistol reload sounds instead of unused deagle reload sounds.
It doesn't use the unused sounds you say? Well. they are unused...
EXCEPTION_INT_DIVIDE_BY_ZERO
Got this error when I added in the declaresequence line, any clue to what that means? I dunno where to look :/
when i extract the melee weapon i dont have a .blend file. i have to do it for my self?
blend files are blender save files. the game does not store those. so yes, just make one
How about I want to use 2 .mdl as animation? Like for example I found 2 reanimation mod A and B. They both use the same model weight because they are made by the same person. Their animations both broke after recompiling so I have to use includemodel. I want A for the melee_layer and the rest use B. I knew it is possible because I found some mods on workshop did that.
I'd assume you list one includemodel, use declaresequence for that mdl, then include the other mdl and use declaresequence for the other mdl's sequence and then list the first mdl again and continue with its declaresequence.
But i'm not sure on that.
Perhaps you can find out by decompiling those mods and check how they did it, if crowbar decompiles that correctly.
Do you have separate tutorial for rigging?
No, i don't. but there's a few on youtube.
@@MrFunreal What would be the one you'd recommend for L4D2 specifically? Thanks in advance. (:
Thank you
NIce Work!