Attachment's |Convert CSS models to CS1.6|
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Attachment's |Convert CSS models to CS1.6|
I started converting weapons from CSS to CS1.6 but I cant fix attachments on the models. Some are fine but i get "Unknown attachment Link " while compiling some models. The only thing i can do is remove the attachment in the .qc file. Can anyone help me with the attachment, at least only with muzzle flash? I'd really appreciate your help!!!
MrKarma4ya- Sergeant First Class
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Re: Attachment's |Convert CSS models to CS1.6|
MrKarma4ya wrote: I started converting weapons from CSS to CS1.6 but I cant fix attachments on the models. Some are fine but i get "Unknown attachment Link " while compiling some models. The only thing i can do is remove the attachment in the .qc file. Can anyone help me with the attachment, at least only with muzzle flash? I'd really appreciate your help!!!
delete both $attachment and $bone
you'll have to rebuild the attachments. either copy the coords from the css qc or make yourself a new one
Re: Attachment's |Convert CSS models to CS1.6|
How do I make one myself???
MrKarma4ya- Sergeant First Class
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Re: Attachment's |Convert CSS models to CS1.6|
look at this example
$attachment 0 "Base" 0.000000 -12.000000 0.350000 (the first one is the muzzleflash)
$attachment 1 "Base" 0.000000 6.000000 0.800000 (and this is the shell ejection)
where it says "base", you should rename it as the weapon main bone (you can rename it as any bone that is a part of the weapon, but lets do it this way)
the numbers mean the position where the attachment will be placed (X,Z,Y)
you just need to use this pattern as a base, and jed's half life model viewer, they way i do it is trial and error, maybe someone else knows a better way to do this
and remember this, the attachment will not work if there isn't any mesh assigned to it, that's why most of css attachment do not work on 1.6
$attachment 0 "Base" 0.000000 -12.000000 0.350000 (the first one is the muzzleflash)
$attachment 1 "Base" 0.000000 6.000000 0.800000 (and this is the shell ejection)
where it says "base", you should rename it as the weapon main bone (you can rename it as any bone that is a part of the weapon, but lets do it this way)
the numbers mean the position where the attachment will be placed (X,Z,Y)
you just need to use this pattern as a base, and jed's half life model viewer, they way i do it is trial and error, maybe someone else knows a better way to do this
and remember this, the attachment will not work if there isn't any mesh assigned to it, that's why most of css attachment do not work on 1.6
leazq- Moderator
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