I made 2 new canisters for axis and allied I also made 2 new .skin files so they can be rendered! Here is what i have put into the .skin file for axis and allied;
Smokegrenade,“models/multiplayer/smokegrenade/smokegrenade_axis”
sleeve_optimized_axis, “models/weapons2/arms/arm_axis.tga”
w_arm, “models/weapons2/mp40/hand16.tga”
For allies
Smokegrenade,“models/multiplayer/smokegrenade/smokegrenade_allied”
sleeve_optimized_allied, “models/weapons2/arms/arm_allied.tga”
w_arm, “models/weapons2/mp40/hand16.tga”
And here is the .weap file
//Edited By MADDOG
weaponDef
{
// This basically fills out weaponInfo_t
client {
//standModel “” // weapon pickup ‘stand’
//pickupModel “”
//pickupSound “”
weaponConfig "models/multiplayer/smokegrenade/weapon.cfg"
handsModel "models/multiplayer/smokegrenade/v_smokegrenade_hand.md3"
//flashDlightColor 0 0 0
flashSound "sound/misc/fire_can.wav" // supports up to 4 flash sounds
flashEchoSound "sound/weapons/grenade/gren_expl.wav" // supports up to 4 flash echo sounds
//lastShotSound "" // supports up to 4 last shot sounds
//readySound ""
//firingSound "" // no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
//overheatSound ""
//reloadSound ""
//reloadFastSound "" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
//switchSound "" // allow overriding of weaponswitch sound
//weaponIcon "icons/iconw_smokegrenade_1"
weaponSelectedIcon "icons/iconw_smokegrenade_1_select"
missileModel "models/multiplayer/smokegrenade/smokegrenade.md3"
//missileSound ""
missileTrailFunc "PyroSmokeTrail" // supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
missileDlight 200
//missileDlightColor 0 0 0 // do we still use this?
//ejectBrassFunc "" // supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
//modModel 1 ""
firstPerson {
model "models/multiplayer/smokegrenade/v_smokegrenade.md3"
axisskin "models/multiplayer/smokegrenade/smokegrenade_axis.skin"
alliedskin "models/multiplayer/smokegrenade/smokegrenade_allied.skin"
}
thirdPerson {
model "models/multiplayer/smokegrenade/smokegrenade.md3"
//flashmodel ""
}
}
}
Only thing that renders is the can but the hand doesn’t. What do I need to do to make the hand render?

