![]() For those who have been around for a while, weapons don't have to be re-origined if done with Kratisto's decompiler. Recent versions have started using Kratisto's Decompiler, which is far superior. Milkshape has a built-in decompiler, but it is far from perfect. Once you've found the orgins you like, edit the QC file, and re-compile.Īnd there you have it, a model with new orgins, without having to know TONS about modeling.īefore you can edit anything, you're going to need to decompile the models. you can use Jed's HLMV to mess around with the orgins, and not have to compile a new version everytime, like you used to have to do. so beware, drakes shotty still looks like the orgin is 0 0 0, even though it's not.Īnyway, moving on. ![]() note, if in the QC, that won't showup in Jed's HLMV. when you compile a model, you can use Jed's HLMV hack to look at the model FROM the orgin it says. Then had 3 numbers after it, for example, the fixed version of Drakes Custom shotgun uses this: Inside of this QC file, you'll find the line that starts with i prefer wordpad over notepad, but both work. ![]() QC, this file can be opened using any low-level text editor. Once you've decompiled the model, your left with a folder (hopefully you put it in a folder before decompile) full of random files. There are tools to Compile/Decompile a model (available free somewhere.
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