Where is left,right,up,down,front,back?
Making a weapon in the same position and similar size of a specific gun and puting it under the class of said weapon, works perfectly.
But sometimes I have to make my weapons bigger, forsing me to place it in a different position to respect the boundaries of what the converting tool works with.
And the xyz directions of the modeling program I use are not the same of those in the game. I even have to model lnverted! (left is right)
Playing around with those numbers is driving me insane, I have to compile every time I change them to see what happens.
Thanks for your time.
my new running zombie and my old revolver:
http://img23.imageshack.us/img23/6144/z ... volver.png
player view offset values of the weapons
Re: player view offset values of the weapons
hijacking to ask you something... miguel, do you know how to rotate a mesh from the import? I need to interpolate cars, but the car meshes are pointing the wrong way.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
Re: player view offset values of the weapons
Sorry. that is exactly what I'm asking here.
The good thing is that the cars are not animated ( unles you want the weels to rotate) all you have to do is extract and conver some 4 times until you get the right direction.
You must Rotate it from the 3d editing software.
The good thing is that the cars are not animated ( unles you want the weels to rotate) all you have to do is extract and conver some 4 times until you get the right direction.
You must Rotate it from the 3d editing software.
Re: player view offset values of the weapons
The import lines can specify rotation, as well as offset:
#exec MESH ORIGIN MESH=YourMeshName X=YourXoffset Y=YourYoffset Z=YourZoffset PITCH=YourPitch YAW=YourYaw ROLL=YourRoll
Where youroffsets are XYZ offsets respectively, and Pitch/Roll/Yaw is as desired.
The offsets are in...fuck knows what units, and I believe are related to the mesh scaling at import (so if your MESHMAP SCALE is really small, which it usually is, you need quite big numbers: 1000-10000 sort of range), and the pitch/roll/yaw are in 256 degree circles, so YAW=64 will be a 90degree rotation.
#exec MESH ORIGIN MESH=YourMeshName X=YourXoffset Y=YourYoffset Z=YourZoffset PITCH=YourPitch YAW=YourYaw ROLL=YourRoll
Where youroffsets are XYZ offsets respectively, and Pitch/Roll/Yaw is as desired.
The offsets are in...fuck knows what units, and I believe are related to the mesh scaling at import (so if your MESHMAP SCALE is really small, which it usually is, you need quite big numbers: 1000-10000 sort of range), and the pitch/roll/yaw are in 256 degree circles, so YAW=64 will be a 90degree rotation.