I got this model replacing the thompson, I set it up to use thompson animations and even have it tagged (not sure if it was done properly).
I need to know step by step how to tag it correctly so it works and displays as it should.
thanks
I got this model replacing the thompson, I set it up to use thompson animations and even have it tagged (not sure if it was done properly).
I need to know step by step how to tag it correctly so it works and displays as it should.
thanks
In the hands model is where the pieces will end up in game. This file is just used for positioning/animation.
Main model tag should be placed at origin. All you need extra for tgas in this model is tag_flash and tag_brass, everything else is probably a moving piece that belongs in it’s own file.
All tags should be at origin (0, 0, 0) in their separate files for moving peices of the model. The files will only have the single moving piece and the single tag for that piece. Ingame it will be placed properly because of the hands model.
Skins are specified in the wepaon configuration file. There are skins for allied/axis first person, as well as allied/axis third person. For example, in weapons/adrenaline.weap:
firstPerson {
model "models/multiplayer/adrenaline/v_adrenaline.md3"
axisskin "models/multiplayer/adrenaline/adrenaline_axis.skin"
alliedskin "models/multiplayer/adrenaline/adrenaline_allied.skin"
ok hit a wall that we’ve been stuck at for months I just dont get it, can one of you guys take a look you may need to rename ppsh.weap to thompson.weap
thats all
LINK TO WEAPON- edit- removed
thanks :oops: :? 
It’s your animation files.
Space out your animations, leave atleast one blank frame at the beginning, end, and in between all different animations, What I mean by blank is just the normal relaxed pose.
The reason for this is, you need atleast a frame to play for the relaxing pose. Basically, it sticks all your parts for the weapon in the view, and then no animation plays so the tags don’t go where they are supposed to.
===========
For the yellow/black, just use a .skin file and make sure the proper texture path/filename is being used.