Couple of questions about player models

Need help Modeling Props and Physical Objects for your Maps.
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GuyN
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Couple of questions about player models

Post by GuyN »

Just some things I wanted to clarify about making player models for OC:
  • Are there any certain things specific to OC that I need to add to my QC file, or can I just use the same QC as I'd use for compiling my model for Garry's Mod or any of the Half-Life 2 games?
  • Are jiggle bones supported? Since OC can run Episode Two maps, I figure it should since jiggle bones come with Episode Two's engine, but I want to make sure.
P.S. Not to sound like a n00b, but what the hell is OC cash? :P
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JerC
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Post by JerC »

Cant help you for the 2 questions,but OC cash is just for make you look rich and cool.
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fug4life
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Post by fug4life »

I'm not sure about jiggle bones (though they are cool).

As for your first question, there are some animations/attachments that'll need to be added.

Stuff like sniper and manhack gmod wont have. Also stuff like idlevehcile.
The easiest way is to download one of the exsisting player models and check out what it has. Or even look at the gordon model that comes with the mod.

And G'luck, I look forward to seeing your work!
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GuyN
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Post by GuyN »

Are the required animations and attachments documented anywhere, or am I going to have to decompile one of the existing models?
fug4life
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Post by fug4life »

Decompile if you need to see how they are written in the qc. though I suspect you can get all the info you need from looking at the model in model viewer.

I'm not the best person to give advice about models :(
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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