Edit qc attachments: muzzleflash, shell eject

A Tutorial for Counter-Strike 1.6

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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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  • 3mo
    CZE|EMINEM avatar
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    Thanks!!!
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  • 1y
    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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  • 1y
    MB-Michael avatar
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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
  • 4y
    DaBlake avatar
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    DaBlake
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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
  • 5y
    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
  • 5y
    Tatwaffe avatar
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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
  • 5y
    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
  • 6y
    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
  • 6y
    Domar251 avatar
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    Usefull for beginers ;)

    and this works for source compiling too. i tried it XD
    • Thanks x 1
    What are looking for ?
  • 6y
    Tatwaffe avatar
    Tatwaffe Offline
    Member Joined 7y
    Tried my best 8)
    I wish ya a successfull finish!
    T.

    > **Posted by timmycakes**

    > ahh well i will continue to fiddle with it. you got me this far though! thanks a lot :)
    Skinner & Sound Editor avatar
    Mantra
    Skinner & Sound Editor
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