problem with wees

A Forum Thread for Counter-Strike: Source

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![](http://s006.radikal.ru/i213/1311/c1/a5f86b8864b0.jpg "") ![](http://s019.radikal.ru/i634/1311/ab/0371d074c3fe.jpg "") how to fix it?

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  • 4y
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  • 4y
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    I doubt you can, never seen any custom world animations so doubt you're able to fix that.
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    Mantra
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  • 4y
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    In terms of actually changing the animations to be something completely different from what's used in the game, I'm afraid you can't do that - at least, not that we know of for CS:S. However, there is a neat trick that I found out some time ago that allows you to swap the existing in-game animations with one of the other existing in-game animations. I'm planning on making a tutorial for this soon, so keep your eyes open.
    Not as serious as you'd think.
  • 4y
    > **Posted by Ganryu**

    > In terms of actually changing the animations to be something completely different from what's used in the game, I'm afraid you can't do that - at least, not that we know of for CS:S. However, there is a neat trick that I found out some time ago that allows you to swap the existing in-game animations with one of the other existing in-game animations. I'm planning on making a tutorial for this soon, so keep your eyes open.

    ok i will wait =)
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  • 4y
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    > **Posted by Ganryu**

    > In terms of actually changing the animations to be something completely different from what's used in the game, I'm afraid you can't do that - at least, not that we know of for CS:S. However, there is a neat trick that I found out some time ago that allows you to swap the existing in-game animations with one of the other existing in-game animations. I'm planning on making a tutorial for this soon, so keep your eyes open.

    Aren't they just player animations, stored in the actual player models. The game combines them on the fly so you don't need a reload animation for every direction you can walk, instead have an animation for every direction you walk or crouch for the legs and reload or shoot for the torso.
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  • 4y
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    > **Posted by Devieus**

    > > **Posted by Ganryu**
    >
    > > In terms of actually changing the animations to be something completely different from what's used in the game, I'm afraid you can't do that - at least, not that we know of for CS:S. However, there is a neat trick that I found out some time ago that allows you to swap the existing in-game animations with one of the other existing in-game animations. I'm planning on making a tutorial for this soon, so keep your eyes open.
    >
    > Aren't they just player animations, stored in the actual player models. The game combines them on the fly so you don't need a reload animation for every direction you can walk, instead have an animation for every direction you walk or crouch for the legs and reload or shoot for the torso.

    They are player animations yes, but they can't be modified from what I've seen. The best you can do is either swap the CT and T animation files (pretty much just changes how they carry the weapons) or the animation trick that I'm going to be making a tutorial for soon.
    Not as serious as you'd think.
  • 4y
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    Easy stuff, here's how :

    - first u make sure u know how to decompile/recompile a world model
    - then as in this pictures, u can do a proper the w model by just swaping to ump45 player world anim
    - so u decompile a ump45 world model and merge that model into that, then compile that as w_ump45 or w_rif_famas or whatever slot u have
    - in this way u'll have the player hold the grip and reload proper
    - then in weapon script u add as player anim "ump45" even if the weapon is compiled for awp or whatever slot
    - so just make sure u assign properly the mag and weapon to their bones in world model
    - this is quite simple, hoped it helped u ... and this was no trick, was quite obvious

    There's also a more advanced way to do so, just decompile cs shared anims that has all the anims for world model, then decompile all of those (u'll have all world models anims) and find the one for ur world model slot, and u can just modify and edit the world anim and then recompile the whole thing .
    !!! RETIRED !!!
  • 4y
    > **Posted by xplor3r**

    > Easy stuff, here's how :
    >
    > - first u make sure u know how to decompile/recompile a world model
    > - then as in this pictures, u can do a proper the w model by just swaping to ump45 player world anim
    > - so u decompile a ump45 world model and merge that model into that, then compile that as w_ump45 or w_rif_famas or whatever slot u have
    > - in this way u'll have the player hold the grip and reload proper
    > - then in weapon script u add as player anim "ump45" even if the weapon is compiled for awp or whatever slot
    > - so just make sure u assign properly the mag and weapon to their bones in world model
    > - this is quite simple, hoped it helped u ... and this was no trick, was quite obvious
    >
    > There's also a more advanced way to do so, just decompile cs shared anims that has all the anims for world model, then decompile all of those (u'll have all world models anims) and find the one for ur world model slot, and u can just modify and edit the world anim and then recompile the whole thing .

    Thanks, it's work!
    ![](http://i069.radikal.ru/1311/18/2abdca0c6f99.jpg "")
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  • 4y
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    good, i'm glad u've managed
    !!! RETIRED !!!

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