Also make sure that you are actually on the 55th frame when you export. ![]() Make sure that frame 1 is indeed the idle frame. The easiest way to to do this is to import the original axe model next to yours and see how far apart they are.Īnother issue is that the frames may not match up. It may be that it's too high or too low and is out of the players view. The first thing to check is the position of the model. Any chance anyone around here knows?ītw, what's up with the site? The new skin is a bit.quakeless? I remember there was something specific to this, like rotating the model in a specific way or side ways or some strange thing to do at the model level before exporting maybe, so that models actually show up in-game. When switching to the axe, instead of my model, there's nothing. mdl file of v_axe.mdl for my v_knife.mdl (added that file to the pak file using PakExpl) in the W_SetCurrentAmmo function. ![]() So far the only thing I changed in weapons.qc is adding the precache model line of code at the beginning and replaced the. I replaced IT_AXE model for a sword of mine which was modeled in Blender and exported it using Bill Currie's import/export addon for Blender (55 frames of animation too, textured). I know this is a common issue because I remember some posts in the past about the subject (or maybe I found it somewhere else after some googling) but I'm unable to find such info again
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