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Glock Animations - A Work In Progress for GameBanana.

Progress Report

In Development - 80% finished

Glock animations by me

Thanks to HyperMetal for his rig. This reload is taking ages :( rigged my own arms onto it too. Will need to do something about the longer shoulder area.
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  • tigg avatar
    tigg Joined 11y ago
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    > **Posted by Mr. John** > Are you using 3DS max or Blender for anims? Blender.
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    > **Posted by toadie2k4** > > That's Ass-backwards. THe MDL file is compiled normally (just take the compile to any non-CSS-based game, or even HLMV), the game flips the model when rendering via flags in the weapon's script(which in CSS are encrpyted, so you can't fuck with them). Interestingly, the FAMAS and Galil don't have the flag, because like in CSCZ and 1.6, those models are non-mirrored by default. > > So yes, milkshape mirroring the SMDs is the correct answer. Either way, they get flipped. I don't see what the big deal was, lol.
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    Mantra
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    Mr. John Joined 12y ago
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    Are you using 3DS max or Blender for anims?
    I remember the Name...
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    arby26 Joined 11y ago
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    > **Posted by toadie2k4** > > **Posted by Win-Zip** > > > Source engine like to flip the animations when compiling. You can either use a script like Slayer said, or you can mirror them in milkshape. > > That's Ass-backwards. THe MDL file is compiled normally (just take the compile to any non-CSS-based game, or even HLMV), the game flips the model when rendering via flags in the weapon's script(which in CSS are encrpyted, so you can't fuck with them). Interestingly, the FAMAS and Galil don't have the flag, because like in CSCZ and 1.6, those models are non-mirrored by default. > > So yes, milkshape mirroring the SMDs is the correct answer. Actually the scripts can be converted to plain text and can take the place of the default ones in plain text... why they're unreadable by default is pretty WTF?! ...Save 20kb? Save 0.5 sec off of loading into a game? Annoy modders? WTF???
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    toadie2k4 Joined 16y ago
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    10y
    > **Posted by Win-Zip** > Source engine like to flip the animations when compiling. You can either use a script like Slayer said, or you can mirror them in milkshape. That's Ass-backwards. THe MDL file is compiled normally (just take the compile to any non-CSS-based game, or even HLMV), the game flips the model when rendering via flags in the weapon's script(which in CSS are encrpyted, so you can't fuck with them). Interestingly, the FAMAS and Galil don't have the flag, because like in CSCZ and 1.6, those models are non-mirrored by default. So yes, milkshape mirroring the SMDs is the correct answer.
    I like Corm avatar
    Mantra
    I like Corm
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    Win-Zip username pic Joined 14y ago
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    Source engine like to flip the animations when compiling. You can either use a script like Slayer said, or you can mirror them in milkshape.
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    Mantra
    Waiting For The Sandman
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    SlaYeR5530 username pic Joined 11y ago
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    You can change it by script(you can found it in cstrike\scripts), builtitrighthanded 0 or 1 it depends on what you have in script.
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    Mantra
    Teh animathur
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    fanerddu username pic Joined 14y ago
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    You could always consult MAGPUL for some tips on tactical pistol grip. This is a clip from their dvd called "The Art of the Dynamic Handgun"
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    Mantra
    previously sargeantwelsh
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    Acidic. Joined 11y ago
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    10y
    The right thumb seems a bit weird.
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    Good morning, and you? avatar
    Mantra
    Good morning, and you?
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    It's a little hard to see where exactly the weapon will be positioned on the screen with your current render. Right now it looks like it is pointing too far to the left of the screen, and will look odd in game. It would be great if you could do a unedited render of the FP cam. Either way, everything besides that looks good. I personally aren't a fan of the hand positioning, but that is completely a personal preference. Quality/functionality wise, it looks awesome.
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    Mantra
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