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PostPosted: Thu Jun 24, 2004 3:37 pm 
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-For this tutorial you will need JHLMV and
MilkShape or a compiling/decompiling program of your choice.


Ok there may be other tutorials about how to do this, but this is my version.
So you download a great looking model, you eagerly open it in HLMV or check it in game to be horrificly disappointed at the way its being held. Maybe its too high, or too low so that you can't even see most of the detail. So what do we do? Well in this tutorial I will show you how to sucessfully change the weapon origins (way the gun is held) and getting it into the game.
In this tutorial I will be changing the weapon origins for lonewolfs AWM model, available to download here :

http://gunshop.clandeadgoat.net/show_model.php?id=109

Now extract the v model to a new folder of your choice.
Now open MilkShape or the decompiling program of your choice and decompile the v model, like so.

Image

Now this box below should come up, make sure all the boxes are ticked as shown in the picture and click the box with the 3 dots.

Image

Now locate your v model for the awp and either double click it or click it or click it once and click "open". The location of your v model should now appear in the box next to the 3 dots. Click Ok.

A list will go down of the file being decompiled, once this has been done click "ok" (it should take a couple of seconds for this model)

Ok now open the model in HLMV or JHLMV by double clicking it in the folder. The model should now be visible and look something like this.

Image

Ok now click the "Weapon Origin" tab found in HLMV near the bottom. Your view should now look like this :

Image

We will be altering the values to the left "Origin X, Y and Z"

Ok so im going to go for a more default look. So I click on the box next to "Origin X" ( Positive X values move the model right (negative left)) and change the 0.000000 value to 1 and click "set current", hmmm its gone more centered hasn't it? This doesn't matter we now know that we need to go the other way. So we enter in -5 and again click "set current". Ok thats better, it is now more in a default position, im happy with that.
Now for "Origin Y" ( Positive Y values move the model away (negative closer)) , click in the box for "Origin Y" and change the 0.000000 value, Ive changed mine to "0.4" and then clicked set current, as I prefer to see more of the weapon. Ok that'll do for origin Y.
Finally for "Origin Z", (Positive Z values move the model down (negative up)) It looks quite good as it is, but ill just change the origin to 0.3 as I like it fairly low down.

Ok you should now have something that looks like this.

Image

Ok so now many of us make the mistake of going into "File > Save model as" and save the model then trying it ingame and going "The origins haven't changed". This is beacause this method is WRONG. We need to go back into the folder where we previously decompiled our v_awp.mdl and locate the qc file for the model. Now right click the qc file here it is called v_awp, and it is a QC file. Right click this file and select "open with" now open it with notepad. Like shown in the pic below.

Image

Once the qc file has been opened in notepad it should look like this.

Image

Now locate the line called "$eyeposition" this is where I usually place my origins line. Ok now make a new line under this line saying this
"$origin -5 0.4 0.3"
These numbers here are the origin numbers which we changed earlier :)

-5 is the X origin
0.4 is the Y origin
0.3 is the Z origin

Now that we have added this line into the qc file it should look like this.

Image

Ok before saving make sure that the line "$cliptotextures" is in the qc somewhere, and if it isn't then add the line somewhere in the qc. This prevents the textures from being resized during compile, so it is very important that you have $cliptotextures in the qc file. Look on the picture to see where "$cliptotextures" is in my QC.

Ok so now go into "File at the top and click "Save" this will save changes to the qc file and overwrite the previous QC file.
Ok now go back into MilkShape or your compiling program and go into "Tools > Half-Life" then click Compile QC File. Like this :

Image

Ok now locate your qc file and it should look something like this :

Image

Now double click the qc file "v_awp", now you should see the compile take place, now find the window that the AWM model originally was decompiled in.
Lastly double click the model "v_awp" so that it opens in HLMV and then click "Weapon Origin", now if all went well the new origins should be visible. If they are then simply copy the v_awp model file into your models folder and it should now be ingame next time you play Counter-Strike or any other MOD you changed it for :D

Ok so I hope that helped you all to be able to understand how to change the weapon origins of a model. If there is anything misunderstood or any questions that you have about this tutorial then please tell me the problem and Ill do my best to explain it the best way I can.

If any of you want to host or upload this tutorial on your site or anywhere else then please feel free too but please credit the original author for the content :)

Happy origin changing! :D

Thanks all,

Hawk

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Last edited by Hawk on Mon Feb 21, 2005 3:22 pm, edited 5 times in total.

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PostPosted: Thu Jun 24, 2004 3:48 pm 
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good tut for the peepz that dont know how to do it
i smell a sticky :)

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PostPosted: Thu Jun 24, 2004 4:16 pm 
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Emphasis on adding $cliptotextures to the .qc file

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PostPosted: Thu Jun 24, 2004 4:19 pm 
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FlakMan wrote:
Emphasis on adding $cliptotextures to the .qc file


Yeah sorry about that, but the latest version of MilkShape automatically adds the $cliptotextures line I think :) But yeah, make sure that its in there. :D

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PostPosted: Thu Jun 24, 2004 4:56 pm 
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isnt it
$origin X Y Z not
origin X Y Z


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PostPosted: Thu Jun 24, 2004 4:57 pm 
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ColdoN wrote:
isnt it
$origin X Y Z not
origin X Y Z


He's got a point :wink:

(yes you are right)

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PostPosted: Thu Jun 24, 2004 5:01 pm 
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:)
now sticky my post
(converting v_models)


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PostPosted: Thu Jun 24, 2004 5:30 pm 
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You shouldn't use Milky for decompiling or compiling, on matter what the version.

Tools from my sticky people!

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PostPosted: Thu Jun 24, 2004 5:49 pm 
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ColdoN wrote:
isnt it
$origin X Y Z not
origin X Y Z


I don't understand I said $origin X Y Z for when your adding it into the QC, didn't I?
Also yes you can use Monkeys useful programs but I find MilkShape has worked fine for me every single time :)

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PostPosted: Thu Jun 24, 2004 6:09 pm 
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Hawk wrote:
ColdoN wrote:
isnt it
$origin X Y Z not
origin X Y Z


I don't understand I said $origin X Y Z for when your adding it into the QC, didn't I?


Yes you did, because you edited it :wink:

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PostPosted: Thu Jun 24, 2004 6:10 pm 
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I changed it for you ;)

http://gunshop.clandeadgoat.net/tutorial.php?ID=14


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PostPosted: Fri Jun 25, 2004 11:06 am 
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:lol:

Cheers mate, now I can reorigin them with ease!

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PostPosted: Fri Jun 25, 2004 3:19 pm 
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Hawk wrote:
Yeah sorry about that, but the latest version of MilkShape automatically adds the $cliptotextures line I think :) But yeah, make sure that its in there. :D

I use 1.6.6a so it doesn't do that for me :?

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 Post subject: blah
PostPosted: Sun Sep 26, 2004 3:48 pm 
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how comes with some models the rear of the gun appears cut-off in game after re-origin them?

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PostPosted: Sun Sep 26, 2004 3:57 pm 
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Can you show us a picture?


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