Compiled model positioning
I made a model that will replace sniper rifle in L4D 2. I got .qc file from the guy who compiled sniper rifle with it too. I changed a bit that .qc so it compile my model and find my textures, however Im getting problem like in pictures bellow. Weapon model is somehow positioned wrong.
Thirdperson view

Firstperson view

Heres .qc file:
Thirdperson view

Firstperson view

Heres .qc file:
- Code: Select all
$cd "C:\sg mdls\vqc"
$origin 0 0 0 -90
$modelname "v_models\v_sniper_military.mdl"
$include "sharedbones.qci"
$model "main" "mattock.smd"
$poseparameter ver_aims -1.00 1.00
$poseparameter move_x -0.50 0.50
$cdmaterials "models\mattock\"
$hboxset "default"
$hbox 0 "ValveBiped.Bip01" 0.000 0.000 -0.018 20.239 17.853 4.890
$attachment "attach_shell_eject" "weaponpart_ie" 0.00 -23.80 1.95 rotate -0.00 -90.00 0.00
$attachment "attach_muzzle" "weaponpart_ie" 0.00 -23.80 1.95 rotate -0.00 -90.00 0.00
$attachment "muzzle_flash" "weaponpart_ie" 0.00 -23.80 1.95 rotate -0.00 -90.00 0.00
//$attachment "flashlight" "weaponpart_ie" -1.25 -18.50 2.25 rotate -0.00 -90.00 0.00 // ez_jamin
$attachment "flashlight" "weaponpart_ie" -1.34 -16.85 2.35 rotate -0 -90 0 // FAS
$attachment "shell" "weaponpart_ie" 0.00 1.00 2.20 rotate -25.00 -155.00 0.00
$attachment "attach_camera" "ValveBiped.attach_camera" -0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "camera" "ValveBiped.Camera" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
$attachment "fowardnode" "weaponpart_ie" 0.00 0.00 0.00 rotate -0.00 -90.00 0.00
$include "bonesaver_attachments.qci"
$surfaceprop "default"
$illumposition -0.000 7.307 -31.193
$animation idle_delta "idle.smd" fps 0.0435
$animation look_down "look_down" fps 30.000000 subtract idle_delta 0
$animation look_mid "look_mid" fps 30.000000 subtract idle_delta 0
$animation look_up "look_up" fps 30.000000 subtract idle_delta 0
$sequence look_poses "look_up" fps 30.00 node Ready {
blendwidth 3
blend ver_aims -1.000000 1.000000
delta
look_mid look_down
}
$sequence idle_raw "idle_raw" loop fps 30.00 node Ready
$animation ta_trans_run "ta_trans_run" loop fps 40.000000
$animation ta_trans_idle "ta_trans_idle" loop fps 30.000000
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 10.00 node Ready {
blendwidth 3
blend move_x -0.500000 0.500000
ta_trans_idle ta_trans_run
//addlayer look_poses
}
//$sequence deploy "deploy" ACT_VM_DEPLOY 1 fps 30.00 node Drawgun
$sequence deploy_layer "deploy" ACT_VM_DEPLOY_LAYER 1 fps 30.00 subtract idle_delta 0 node Drawgun {
delta
{ event 5004 1 "Sniper_Military.Deploy" }
{ event 5004 12 "Sniper_Military.Pushbutton" }
}
//$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 node Bang
$sequence fire_layer "fire" ACT_VM_PRIMARYATTACK_LAYER 1 fps 30.00 subtract idle_delta 0 node Bang {
delta
{ event AE_MUZZLEFLASH 0 "1" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_lee_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_fire_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_rifle shell" }
}
$sequence reload_raw "reload" fadein 0.1 fps 25.00 node Rld {
}
$sequence fire_raw "fire" fps 30.00 node Bang {
{ event AE_MUZZLEFLASH 0 "1" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_lee_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_fire_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_rifle shell" }
}
$sequence reload "reload" ACT_VM_RELOAD 1 fadein 0.1 fps 25.00 node Rld
$sequence reload_layer "reload" ACT_VM_RELOAD_LAYER 1 fadein 0.1 fps 25.00 subtract idle_delta 0 node Rld {
delta
{ event 5004 0 "Sniper_Military.Deploy" }
{ event 5004 25 "Sniper_Military.ClipOut" }
{ event 5004 36 "Sniper_Military.ClipIn" }
{ event 5004 43 "Sniper_Military.ClipLocked" }
{ event 5004 59 "Sniper_Military.BoltBack" }
{ event 5004 68 "Sniper_Military.BoltForward" }
}
//$sequence melee "melee" ACT_VM_MELEE 1 fps 30.00 node Bash
$sequence melee_layer "melee" ACT_VM_MELEE_LAYER 1 fps 30.00 subtract idle_delta 0 node Bash {
delta
}