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
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- Grupa: Power User
 - Całość postów: 530
 - Odwiedzin: 12 206
 - Tytuł: I love Virtus.pro
 - Wiek: 27 lat
 - Urodziny: Kwiecień 17, 1998
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Narzędzia użytkownika
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#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/
- AMXX.pl: Support AMX Mod X i SourceMod
 - → Przeglądanie profilu: Reputacja: Epal
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