Css Weapons attach problem in Hl2 Mp

Furri

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Hi All guys!... I´m Working on hl2Mp mod and we import some weapons from Counterstk Src.
when i pinck a css weapon it dont appears in the hand of my model, it appears in position xyz0 of my model, i suposed is a bone attc problem,, but i dont know what a hell bone/attach is for css weapons:flame::flame:

thaks all and sorry for my English:eek:
 
i see that the hl2´s weapons have a bone/attch called 'valve_bip01_righthand' but the css weapos have no it.:sniper:.

if a put un my qc of my player:
Code:
	$bonemerge "ValveBiped.Bip01_R_Hand"
	$bonemerge "ValveBiped.weapon_bone"
	$bonemerge "ValveBiped"
	$bonemerge "ValveBiped.weapon_bone_Clip"
don´t fix nothing,:(
 
when you imported the weapon model, was there a bone (in max it's usually a few nubs)?

are you talking about v_models or w_models?
 
im talking about W_models..
we extract from cgf conterstrike and put in our mod ..:hmph: we dont import mdl and recompile, only extract from cgf and with codder we can use theirs.,, but appears in bad possition.
 
im talking about W_models..
we extract from cgf conterstrike and put in our mod ..:hmph: we dont import mdl and recompile, only extract from cgf and with codder we can use theirs.,, but appears in bad possition.

You might consider decompiling just so you can see exactly what valve was doing with CSS. They have some pretty funky animation code.


As a reference though, it should be attached to the hand bone. You're correct to put the bonemerge QC in your player model. Do you have the appropriate bones in your player model rig for the bones to merge to?

How is your player model set up? is it a custom rig or are you trying to re-weight it to a decompiled or XSI rig?
 
Step 1, lose the attitude!
i apologize for my English, but i dont know what you means
.....
I created a player model in 3dmax and rigging with valve biped bones.
.....
I decompile one W_weapon of css,, and i see on this have a 'valve_biped01_weaponclip',, i will put a new bone on the right hand of my model called 'valve_biped01_weaponclip',, I will keep you informed

Thanks all
 
Did you match a decompiled valve biped or are you using a different sized biped?

What you usually do is make the merged bones in a neutral place (valve puts them in between the players feet) then rig the weapon in a separate file with the exact same bones. The bones must not move at all so merge the bones out of the character scene them into the weapons scene).

So in your case make 4 bones with the same name as the CSS ones and I believe you should bind to the right hand. You'll want to confirm yourself in HLMV.


Now if all you're doing is a simple character model replacement with the same proportions you should just decompile a CSS character model so you get all the right bones, then decompile a w_model and copy it's weighting.
 
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