Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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Epal
Rejestracja: 20.01.2015Aktualnie: Nieaktywny
Poza forum Ostatnio: 17.04.2020 10:14
O mnie
Statystyki
- Grupa: Power User
- Całość postów: 530
- Odwiedzin: 10 661
- Tytuł: I love Virtus.pro
- Wiek: 26 lat
- Urodziny: Kwiecień 17, 1998
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Imię
Daniel
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Płeć
Mężczyzna
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Lokalizacja
Sanok
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Zainteresowania
Cs-ek
#750366 Problem z modelem gracza
Napisane przez Epal w 22.06.2018 19:52
#733346 [ROZWIĄZANE] Model wilkołaka
Napisane przez Epal w 14.12.2016 13:21
#733272 Zmiana nazwy tekstury w modelu
Napisane przez Epal w 12.12.2016 16:51
#731885 Konwertowanie modeli broni z cs s do cs go
Napisane przez Epal w 28.10.2016 14:35
"foldeże"
"wżucamy"
Polecam
Poradnik średnioprzydatny. Dałbym +, ale ortografia - tragizm większy niż w Romeo i Julia.
Wiesz co jak bym był gimbusem i miał tyle czasu co ty i nie musiał tego pisać na kolanie w przerwie podczas roboty to by nie było takich błędów. Pozatym liczy się przekaz.
#731370 Konwertowanie modeli broni z cs s do cs go
Napisane przez Epal w 08.10.2016 19:02
#731105 Zmiana modelu gracza na większy a poprawa hitboxow
Napisane przez Epal w 28.09.2016 17:34
#730952 plugin reklama
Napisane przez Epal w 22.09.2016 14:38
#730859 Kompilacja modelu CS 1.6
Napisane przez Epal w 18.09.2016 18:09
#729204 Jaki hosting wybrać?
Napisane przez Epal w 10.08.2016 06:21
#728838 Szukam modelu
Napisane przez Epal w 02.08.2016 20:08
#728725 Modele p90 do paintball mod
Napisane przez Epal w 30.07.2016 06:02
#728534 Konwertowanie modeli broni z cs 1.6 do cs go
Napisane przez Epal w 24.07.2016 13:42
/* ============================================================================== QC script generated by Half-Life MDL Decompiler 1.2 2003, Kratisto. Based on code from Valve's HL SDK. v_famas.mdl Original internal name: "v_m1918bar.mdl" ============================================================================== */ $modelname "v_famas.mdl" $cd ".\" $cdtexture ".\" $scale 1.0 $cliptotextures $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $eyeposition 0.000000 0.000000 0.000000 //reference mesh(es) $body "weapon" "v_m1918bar" $body "hands" "CSO_Hand_Male_L_2009" // 2 attachment(s) $attachment 0 "Bone02" 28.000000 0.000000 0.000000 $attachment 1 "Bone02" 0.500000 -1.000000 0.500000 // 12 hit box(es) $hbox 0 "root" -9.310107 -5.231260 -12.513384 9.847816 3.010857 0.000000 $hbox 0 "Bone01" -1.360000 -8.498729 -1.730000 1.620000 8.762585 1.240000 $hbox 0 "Bone_Lefthand" -1.600000 -6.426759 -0.830000 2.441370 0.000000 0.920000 $hbox 0 "Bone02" -13.920000 -7.750000 -4.510000 28.000000 1.490000 4.490000 $hbox 0 "Bone_L_Upper" 0.000000 -1.690000 -2.690000 8.980000 1.680000 1.690000 $hbox 0 "Bone05" 0.000000 -0.830000 -0.750000 1.535927 0.870000 0.730000 $hbox 0 "Bone06" 0.000000 -0.660000 -0.610000 1.200000 0.540000 0.490000 $hbox 0 "Bone04" -1.720000 -8.450418 -1.670000 1.310000 8.839177 1.300000 $hbox 0 "Bone_Righthand" -1.400000 -3.140000 -0.810000 1.580000 0.000000 0.940000 $hbox 0 "Bone27" 0.000000 -0.870000 -0.750000 1.522835 0.850000 0.730000 $hbox 0 "Bone28" 0.000000 -0.560000 -0.610000 1.230000 0.630000 0.480000 $hbox 0 "Bone_R_Upper" 0.000000 -1.630000 -2.690000 9.070000 1.740000 1.690000 // 6 animation sequence(s) $sequence "idle1" "idle1" fps 30 loop $sequence "reload" "reload" fps 30 { { event 5004 24 "weapons/m1918bar_clipout.wav" } { event 5004 55 "weapons/m1918bar_clipin.wav" } { event 5004 74 "weapons/m1918bar_boltpull.wav" } } $sequence "draw" "draw" fps 30 $sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } $sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } $sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } // End of QC script.
spoiler $modelname "v_famas.mdl" $cd ".\" $cdtexture ".\" $scale 1.0 $cliptotextures $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 $eyeposition 0.000000 0.000000 0.000000
$ModelName "weapons\v_rif_famas.mdl" //ścieżka modelu $CDMaterials "models\weapons\v_models\nowy_famas\" //ścieżka do textur
// 6 animation sequence(s) $sequence "idle1" "idle1" fps 30 loop $sequence "reload" "reload" fps 30 { { event 5004 15 "Weapon_FAMAS.Clipout" } { event 5004 42 "Weapon_FAMAS.Clipin" } { event 5004 57 "Weapon_FAMAS.ClipHit" } { event 5004 76 "Weapon_FAMAS.BoltBack" } { event 5004 78 "Weapon_FAMAS.BoltForward" } } $sequence "draw" "draw" fps 30 $sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } $sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } $sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" }
// 6 animation sequence(s) $sequence "idle1" "idle1" fps 30 loop activity "ACT_VM_IDLE" 1 $sequence "reload" "reload" fps 30 activity "ACT_VM_RELOAD" 1 { { event 5004 15 "Weapon_FAMAS.Clipout" } { event 5004 42 "Weapon_FAMAS.Clipin" } { event 5004 57 "Weapon_FAMAS.ClipHit" } { event 5004 76 "Weapon_FAMAS.BoltBack" } { event 5004 78 "Weapon_FAMAS.BoltForward" } } $sequence "draw" "draw" fps 30 activity "ACT_VM_DRAW" 1 $sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1 $sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1 $sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1
/* ============================================================================== QC script generated by Half-Life MDL Decompiler 1.2 2003, Kratisto. Based on code from Valve's HL SDK. v_famas.mdl Original internal name: "v_m1918bar.mdl" ============================================================================== */ $ModelName "weapons\v_rif_famas.mdl" $CDMaterials "models\weapons\v_models\nowy_famas\" //ścieżka do textur //reference mesh(es) $body "weapon" "v_m1918bar" $body "hands" "CSO_Hand_Male_L_2009" // 2 attachment(s) $attachment 0 "Bone02" 28.000000 0.000000 0.000000 $attachment 1 "Bone02" 0.500000 -1.000000 0.500000 // 12 hit box(es) $hbox 0 "root" -9.310107 -5.231260 -12.513384 9.847816 3.010857 0.000000 $hbox 0 "Bone01" -1.360000 -8.498729 -1.730000 1.620000 8.762585 1.240000 $hbox 0 "Bone_Lefthand" -1.600000 -6.426759 -0.830000 2.441370 0.000000 0.920000 $hbox 0 "Bone02" -13.920000 -7.750000 -4.510000 28.000000 1.490000 4.490000 $hbox 0 "Bone_L_Upper" 0.000000 -1.690000 -2.690000 8.980000 1.680000 1.690000 $hbox 0 "Bone05" 0.000000 -0.830000 -0.750000 1.535927 0.870000 0.730000 $hbox 0 "Bone06" 0.000000 -0.660000 -0.610000 1.200000 0.540000 0.490000 $hbox 0 "Bone04" -1.720000 -8.450418 -1.670000 1.310000 8.839177 1.300000 $hbox 0 "Bone_Righthand" -1.400000 -3.140000 -0.810000 1.580000 0.000000 0.940000 $hbox 0 "Bone27" 0.000000 -0.870000 -0.750000 1.522835 0.850000 0.730000 $hbox 0 "Bone28" 0.000000 -0.560000 -0.610000 1.230000 0.630000 0.480000 $hbox 0 "Bone_R_Upper" 0.000000 -1.630000 -2.690000 9.070000 1.740000 1.690000 // 6 animacje $sequence "idle1" "idle1" fps 30 loop activity "ACT_VM_IDLE" 1 $sequence "reload" "reload" fps 30 activity "ACT_VM_RELOAD" 1 { { event 5004 15 "Weapon_FAMAS.Clipout" } { event 5004 42 "Weapon_FAMAS.Clipin" } { event 5004 57 "Weapon_FAMAS.ClipHit" } { event 5004 76 "Weapon_FAMAS.BoltBack" } { event 5004 78 "Weapon_FAMAS.BoltForward" } } $sequence "draw" "draw" fps 30 activity "ACT_VM_DRAW" 1 $sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1 $sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1 $sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } activity "ACT_VM_PRIMARYATTACK" 1 // End of QC script.
"LightmappedGeneric" { }
"VertexLitGeneric" { "$baseTexture" "models\weapons\v_models\nowy_famas\m1918bar_v" //tutaj podajemy ścieżke do tekstury razem z jej nazwą }
Compiling with Crowbar 0.34.0.0: "C:\Users\Daniel i Dawid\Desktop\tut modele cs 1.6 for cs go\models\csss.qc" ... Compiling ".\csss.qc" ... CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_revolver/pist_revolver.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_falchion_advanced/knife_falchion_advanced.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.vmt. qdir: "c:\users\daniel i dawid\desktop\tut modele cs 1.6 for cs go\models\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\" g_path: "csss.qc" Building binary model files... Working on "csss.qc" SMD MODEL v_m1918bar.smd SMD MODEL CSO_Hand_Male_L_2009.smd SMD MODEL idle1.smd SMD MODEL reload.smd SMD MODEL draw.smd SMD MODEL shoot1.smd SMD MODEL shoot2.smd SMD MODEL shoot3.smd Processing LOD for material: m1918bar_v Processing LOD for material: CSO_HighQ_Hand__Long_512 --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/weapons\v_rif_famas.mdl: bones 11444 bytes (45) animation x y ips angle animations 26888 bytes (6 anims) (277 frames) [0:09] sequences 2116 bytes (6 seq) hdr@04A5F204=7A400200 ik/pose 328 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) hdr@04A5F204=7A400200 textures 136 bytes keyvalues 116 bytes hdr@04A5F200=7A400398 hdr@04A5F204=7A400200 bone transforms 6184 bytes bone flex driver 0 bytes bodygroup presets 0 bytes collision 0 bytes total 48068 --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/weapons\v_rif_famas.vvd: vertices 178560 bytes (3720 vertices) vertices 79872 bytes (1664 vertices) tangents 59520 bytes (3720 vertices) tangents 26624 bytes (1664 vertices) total 344640 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models/weapons\v_rif_famas.dx90.vtx": body parts: 16 bytes models: 40 bytes model LODs: 24 bytes meshes: 18 bytes strip groups: 66 bytes strips: 70 bytes verts: 48438 bytes indices: 32688 bytes bone changes: 352 bytes everything: 81724 bytes Completed "csss.qc" CDynamicFunction: Loading library 'Kernel32.dll' (75890000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77C3BE60 CDynamicFunction: Closing library 'Kernel32.dll' (75890000) ... Compiling ".\csss.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.34.0.0: "C:\Users\Daniel i Dawid\Desktop\tut modele cs 1.6 for cs go\models\csss.qc" finished
// 6 animacje $sequence "idle1" "idle1" fps 30 rotate 90 loop activity "ACT_VM_IDLE" 1 $sequence "reload" "reload" fps 30 rotate 90 activity "ACT_VM_RELOAD" 1 { { event 5004 15 "Weapon_FAMAS.Clipout" } { event 5004 42 "Weapon_FAMAS.Clipin" } { event 5004 57 "Weapon_FAMAS.ClipHit" } { event 5004 76 "Weapon_FAMAS.BoltBack" } { event 5004 78 "Weapon_FAMAS.BoltForward" } } $sequence "draw" "draw" fps 30 activity "ACT_VM_DRAW" 1 $sequence "shoot1" "shoot1" fps 30 { event 5001 0 "23" } rotate 90 activity "ACT_VM_PRIMARYATTACK" 1 $sequence "shoot2" "shoot2" fps 30 { event 5001 0 "23" } rotate 90 activity "ACT_VM_PRIMARYATTACK" 1 $sequence "shoot3" "shoot3" fps 30 { event 5001 0 "23" } rotate 90 activity "ACT_VM_PRIMARYATTACK" 1
#728503 Podmienianie pliku
Napisane przez Epal w 23.07.2016 14:55
#728246 Wyskakujące okienko motd po wpisaniu !cośtam
Napisane przez Epal w 16.07.2016 07:11
#728030 Modele Graczy
Napisane przez Epal w 07.07.2016 15:44
A więc tak wchodzisz w cstrike -> models -> player -> wrzucasz ten plik.
i instalujesz ten plugin: https://amxx.pl/topi...ers-models-130/
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