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1
SMOD & SMOD2 / Re: (WIP) SMOD13 - Bringing SMOD back!
« Last post by Gabn on November 18, 2017, 04:06:15 PM »
Hey,i know it may be developped later but still tho,will you guys count on adding console ? For european keyboards ?
And also,will their be battle maps,just like in SMOD REDUX Final ? :D

Jeez so many questions,but waiting would be better

Good luck to you guys !
2
SMOD Clients / Re: SMOD Standalone 0.65
« Last post by Gabn on November 17, 2017, 04:27:20 PM »
Yeah sure,i'll tell you what happends when i do certain things :p
3
SMOD & SMOD2 / Re: (WIP) SMOD13 - Bringing SMOD back!
« Last post by Comrade on November 15, 2017, 06:15:39 PM »
oh man this is pretty sick news, glad someone finally picked up the challenge  ;D
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SMOD & SMOD2 / Re: (WIP) SMOD13 - Bringing SMOD back!
« Last post by Nullen on November 15, 2017, 07:47:36 AM »
Oh hell yeah I'm really happy to see that my cremator's making it into this
5
SMOD & SMOD2 / Re: (WIP) SMOD13 - Bringing SMOD back!
« Last post by No1Gamer on November 14, 2017, 06:12:06 PM »
Just look at the first page ...

Current Features:

- The ability to play through Half-Life: Source, Half-Life 2, Half-Life 2: Episode 1, Half-Life 2: Episode 2, Half-Life 2: Lost Coast, and many many mods, custom maps, and more in SMOD13 (WIP)
6
SMOD & SMOD2 / Re: (WIP) SMOD13 - Bringing SMOD back!
« Last post by Noobplayer151 on November 14, 2017, 03:17:57 PM »
Will it work with Opposing forces and blue shift?
7
Weapon Releases / Re: [REPLACEMENT] HD OICW
« Last post by Krall on November 13, 2017, 05:42:35 PM »
Thanks for the download, this looks much better. The new animations are good too.
8
Modding Discussion / Re: w_model physics error
« Last post by AnOldLady on November 13, 2017, 02:28:17 PM »
Sorry I was rushing to leave the house I forgot to revert the P90.qc back to my original iteration. It was already on w_smg_p90_new.smd it gave me Daisy guns.
I put it to Half Life 2's default SMG1 to test but both methods didn't work.
Pointing the physics to w_smg_p90_new.smd does not work.
Same problem as when I first described above.

I don't understand how you guys dont have this problem at all. Seriously what am i doing wrong?
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Modding Discussion / Re: w_model physics error
« Last post by Chyvachok on November 13, 2017, 12:47:07 PM »
Try write in $collisionmodel "w_smg_p90_new.smd" instead of "w_smg1_physics.smd", it should generate correct collision model.
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Modding Discussion / Re: w_model physics error
« Last post by AnOldLady on November 13, 2017, 12:31:00 PM »
I have no problem with everything else now except w_model physics only.

This is the milkshape for the P90. It's made to fit Default HL2's SMG1. I bound the entire P90 model to bone "ValveBiped.Weapon_bone"


P90's QC

// Created by Crowbar 0.44.0.0

$modelname "weapons\w_smg_p90.mdl"

$bodygroup "studio"
{
   studio "w_smg_p90_new.smd"
}


$surfaceprop "weapon"

$contents "solid"

$cdmaterials "models\weapons\w_models\smg_p90\"

$attachment "muzzle" "ValveBiped.Weapon_bone" 12.12 0.03 -3.18 rotate 9.02 -0.33 -91.94
$attachment "1" "ValveBiped.Weapon_bone" 2.4 0.57 -1.96 rotate 1.92 89.98 -80.98

$cbox 0 0 0 0 0 0

$bbox -4.358 -1.016 -0.043 18.162 1.916 9.349

// $hboxset "default"
// $hbox 0 "ValveBiped.weapon_bone" -0.936 -6.114 -14.156 0.919 3.228 8.362 ""


$sequence "idle" {
   "w_smg1_anims\idle.smd"
   activity "ACT_VM_IDLE" 1
   fadein 0.2
   fadeout 0.2
   fps 30
   loop
}

$sequence "attack1" {
   "w_smg1_anims\attack1.smd"
   activity "ACT_RANGE_ATTACK_SMG1" 1
   { event AE_NPC_MUZZLEFLASH 0 "SMG1 MUZZLE" }
   { event 3002 0 "" }
   { event 6001 0 "0" }
   fadein 0.2
   fadeout 0.2
   fps 20
}

$collisionmodel "w_smg1_physics.smd"
{
   $mass 5
   $inertia 1
   $damping 0
   $rotdamping 0
}

$KeyValues
{
   prop_data
   {
      "base"      "Metal.Small"
   }
}
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