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Edit qc attachments: muzzleflash, shell eject

A Tutorial for Counter-Strike 1.6

For Counter Strike 1.6 and CS condition zero

Buenos dias!
I marked this TUT like for beginners, but it's also for the "advanced" compil0rs. Why?
When I go through the high amount of customs with missing/displaced/mirrored stuff, I can say that most reskinners just copy work of others, without repairing even the most obvious bugs (as good as they can^^).
Sometimes it happens to me also, I know.
And sometimes it's impossible to us, just because we don't know how. So that's why I made this TUT.
"Top ranked" STUDIO-Releases also have these type of bugs, but you do not recognize them so easily. I can imagine a lot of reasons for this 'problem'. Okay, anyway, I suggest for "STUDIOs" to define _ONE OR TWO Members for HARDCORE- TESTING AND FEEDBACK_ before release. For those who use this tutorial, please give feedback, if it is useful/improvements etc. Thx.

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  • 4mo
    I need help. How can i remove an attachment for shell ejection fo a weapon in cs source? I tried deleting the line (this $attachment "2" "v_weapon.shelleject" 0 0 0 rotate 0 0 0)  but the shell still appearing in game :,c
    Bananite
  • 5mo
    Caeusthellv avatar
    Caeusthellv username pic Joined 2y ago
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    Ok, now how to find the right coordinate? Using trial and error?
    XD XD XD
  • 1y
    CZE|EMINEM avatar
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    Thanks!!!
    Czech Republic
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    Magic Man avatar
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    Posted by MB-Michael
    Is easy, you just delete the attachment line in .qc files
    LOL y u replied that comment from 3 years ago and sorry to say that you have the wrong answer..
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    Mantra
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    Posted by DaBlake

    then how to disable the muzzleflashes in some suppressed weapons?? plz answer quickly
    Is easy, you just delete the attachment line in .qc files
    Dota 2 fanboy
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    then how to disable the muzzleflashes in some suppressed weapons?? plz answer quickly
    I don't know how, it's past
  • 6y
    RomZ avatar
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    About the UV maps, i already know that. It's just that when I open recently decompiled smd's their textures move to the left. And I'd have to drag them to the right a bit (lock y-axis).

    Anyways, your tutorial made me more aware of the flash and ejection points though...

    You should find more unnoticed faults and make a tutorial for them in the future!
    Jus credit me if u use my subs avatar
    Mantra
    Jus credit me if u use my subs
  • 6y
    Tatwaffe avatar
    Tatwaffe Joined 7y ago
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    Hi RomZ! The attachment value has no influence on the eject direction, I guess, only the position where shell appears. The direction is always the same, 90° to the player, left or right side depends on if you use right or lefthanded view.^^ Texture realignment: No, you keep the uv-map (as a additive layer in your graphics-prog) exactly in original place and move the texture below to the left. Yours, t. > **Posted by RomZ** > Thanks for giving us awareness on that (personally, i did not try to attempt that before) but will it fix eject direction?
    I've noticed in some v_models, the bullet flies towards the player side.
    > And to solve those decompiling results, isn't it supposed to be moved to the RIGHT a bit?
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    Mantra
    Skinner & Sound Editor
  • 6y
    RomZ avatar
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    Thanks for giving us awareness on that (personally, i did not try to attempt that before) but will it fix eject direction?
    I've noticed in some v_models, the bullet flies towards the player side.
    And to solve those decompiling results, isn't it supposed to be moved to the RIGHT a bit?
    Jus credit me if u use my subs avatar
    Mantra
    Jus credit me if u use my subs
  • 7y
    Anonymous
    Lol...I know all of these 'cause i have been working with ms3d & modding stuffs for nearly 2 years. But, thanks anyway~ u are so kindful made a tut like this :D
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Tatwaffe
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Beginner Difficulty

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Compiling

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  • 21 Posts
  • 7y Submitted
  • 5y Modified

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