You can do it at jeds but im not sure if it gets saved, even if you save (duh)
Best way is doing it on the qc file, will be under the name "$eyeposition"
Best way is doing it on the qc file, will be under the name "$eyeposition"
Thothie said:In Milkshape, import an appropriate working viewmodel reference SMD. (I use \viewmodels\martial arts+spellcasting\barearms_ref.smd). Do NOT rename bones on import.
Put all the triangles into one group for easy deletion.
Delete skeleton.
Import fubar'd model ref (in this case gearshield_rview.mdl->shield_ref.smd), again, without renaming bones.
Make sure arms/shoulders line up appropriately.
Delete the triangles you grouped before.
Export SMD and recompile model.
Voila:
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PS. When building viewmodels, please build them from the weapon view, and remove any polies that are not visible from the weapon view. We've far too many viewmodels that look really nifty from the front while wasting epoly's galore in the pointless effort.
As we hath explained to the, the current (MAY) patch, still uses ye old seperate viewmodel. But as the shortsword is the first model in the consolidated viewmodel, you may use said consolidated viewmodel to replace said old viewmodel, and it shall work fine.ceriux said:dunno whats wrong with my copy of msc or what ever. but it doesnt load the v_weps. it loads the r_views for first person.
Either you are not following the procedure for integration proper, or you need to learn to use a commandline compiler/decompiler, such as the ones provided, which can deal with submodel'd meshes properly.ceriux said:like i mentioned =/ iv only had issues with msc. i dont know why the position of a model would change from its original place after recompiling it from someone elses cordinates.