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rotating v_models

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rotating v_models

Postby Boss429 » Thu Jan 28, 2010 8:03 pm

I've made some dpm models from half life v_models, but they appear off screen because half life has a different fov. From what I can tell they are rotated 90 degrees and are off by about -10 y axis. Is their an easy way to change this qc side instead of editng the models?
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Postby Mobster103 » Thu Jan 28, 2010 10:56 pm

itll be easier to just edit the model
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Postby Urre » Thu Jan 28, 2010 11:04 pm

I'd also recommend editing the models, but if you're using an engine which supports viewmodelforclient, you can make the weapon an entity, which you can offset however you like.
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Postby Boss429 » Mon Feb 01, 2010 8:40 pm

Urre wrote:I'd also recommend editing the models, but if you're using an engine which supports viewmodelforclient, you can make the weapon an entity, which you can offset however you like.

so I'd have to set self.weaponmodel blank and then make a new entity that has .veiwmodelforclient and then edit its position using setorigin?
Then I'd have to rewrite all the animation code too right?
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