#C_HANDS

1 messages · Page 1 of 1 (latest)

limpid drift
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I'm trying to transfer weapons from Insurgency 2 based on ARC9
, but I need to add C hands

How do I do this?
PLEASE HELP ME
||(I was banned from the official ARC 9 server)||

agile juniper
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you will need to use someway to persist the arm bones during compile

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preferably $bonemerge, though $definebone works too

limpid drift
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There are no hand models in the original weapon models from INS, they are in separate files.

but if you upload models in their raw form, taken directly from the game, then the hands will not be displayed at all.

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They sent me this file, and I replaced the file with the bones with it, as a result, my hands worked, but the bones for attachments were missing.

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bones from original game

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and after I replaced the file

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I've never worked with it before, but I know a little bit about blender.

limpid drift
agile juniper
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Essentially it parents the INS2 bones to a more standard ValveBiped rig, generated by the include.

agile juniper
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Assuming you’ve animated or exported the model on the INS2 rig, or made no changes:
just $include "ins2_hands.qci". No bonemerge or defines needed.

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Otherwise if you tried modifying the skeleton in any way.. eh, good luck lol. The include is probably not needed at all.

limpid drift
agile juniper
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To be clear, you’re decompiling the model just to recompile it to be compatible with gmod, correct? Like as in “this model won’t appear in the spawn menu or it’s invisible when spawned as a prop”

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Otherwise you should be able to just use the ins2 weapon directly

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Oh wait

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Yeah I see

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Yep, it’s just decompile > add the include to the qc > recompile.

agile juniper
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