It's 2355 Tri's (If you must call it that, I call tri's-poly's, same crap.) heres the wire. http://img137.imageshack.us/img137/7382/g3wire4vx.jpg The thing is optimized best as can be, with hands and bones that expected to go up a bit.
It's real size. Belive it or not it is a real gun. And I have had all my references based off a airsoft replica, so for the most part it is pretty accurate to scale. Thanks for comments.
I just feel like showing off a model I just finished. Now I know some faces apear missing, mind you, that was intentional. I model it while optimizing it at the same time so in game view only the important faces are there. What do you think of it? (And before you say it is missing detail, I left...
I belive, in the QC, you have to let the game know that the handle of the gun joins with the hand of the person. The bones should be in the exact same place as the hand bone is. Or, the handle bone of the gun needs to have the same name as the hand bone of the person holding it. This is a 3P...
This isn't a coding problem, it's a setup problem. Use your own rig, It is much easier to do that than follow some one elses, it's not hard either. The hands should be left alone as long as they are already rigged and UVW mapped. The bones on your gun should have a heirarchy, branching like a...
It isn't that simple. Each skeleton requires a custom rig for each character model even if the skeleton is the same. I know your model isn't symetrical to valves model, so they wont exactly share the same bone weights. You would have to go in there and modify almost every verticie until it is...
Yes mindless it was and clarky003, thank you. What happened was that the texture name on the gun in 3DSM was different than the external TGA file. It was a matter of putting the texture with the correct name on the gun, exporting as an smd and compiling. (Crackhead you were missing, it must of...
I think that is one problem, ya the texture name was changed. Now since I have a hand and gun model that are one mesh how am I suppose to handle the UVW's for them. The way I did it was by selecting all the faces for just the hand models and applied the texture to just that. All their UVW's show...
Well, Crackhead and I have been working on compiling my model correctly. Sofar the model and animations part works, however, the textures are a bit stubborn. So here is my QC file write up, this is not complete with other stuff that need to be impliment but isn't associated with the problem...