If you want to select them in an easy way, you might try to look at the front view, check "Ignore backfaces" in the select-tab and now select the faces. Inverse those, then select all faces (uncheck the backface box) and inverse it at a whole.
b00m, most faces face front.
Only some more...
It won't come out on the 16th.
Reason?
HL2.
No company would make such a move to release a game the same day another highly anticipated title is going to come, simply because it would sell less.
I use bodygroups to create promo-.mdls containing e.g. a character who can wield different guns in one .mdl .
And what is the string you need to use in the $sequence to call a submodel only for that sequence?
As far as I know you still have to call them by code.
I use bodygroups to create...
Seperate the model in different parts. Like upper body and legs or such.
Export the parts into the same directoy, call them for example body1.smd and body2.smd.
Now edit the .qc. Go to the $body part where the reference .smd is called.
Delete the existing $body line and include 2 new ones...
...
No?
smds can be as well references as sequences.
To get from .smd to .mdl you have to compile the .qc you received after decompiling the .mdl in the first place. To change the belt you have to modify the reference .smd.
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Featuring the IMHO best AMV every, Vegeta vs Goku by MCG ( http://www.blackgoku.com/main2.php?page=mmedia/mvids/mcg&mvmenu=mmedia/mvids/mvmenu )
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