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Author Topic: What are _hand.md3 files for?  (Read 724 times)
commander scrooge


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« on: May 31, 2012, 04:37:09 PM »

I have decided to work with a friend to try and put what knowledge we have of coding and modeling to use.  I have begun working on exporting models to md3, then putting them into the game.  While looking at other weapons in attempt to learn what is necessary, I have noticed that there are "_hand.md3" files (E.G. rifle_hand.md3).  What do these do?  How do I create one for my model?
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ULTRA Random ViruS


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« Reply #1 on: June 04, 2012, 12:51:29 PM »

My guess is it probably tells the client which human animation/pose to use, the 'pistol' or the 'rifle' pose.
My guess also says that is wrong because they are md3 files and they are models. If your program has the ability to revert exports to md3, try so.
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commander scrooge


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« Reply #2 on: June 04, 2012, 06:55:11 PM »

I can only export.
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/dev/humancontroller


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« Reply #3 on: June 05, 2012, 03:39:31 AM »

it probably tells the client which human animation/pose to use, the 'pistol' or the 'rifle' pose.
WRONG.
I have noticed that there are "_hand.md3" files (E.G. rifle_hand.md3).  What do these do?
*weapon*_hand.md3 files contain the tag_weapon, tag_flash, and tag_barrel MD3 tags, which tell the game how to position the *weapon*.md3 models in the player's view, when the player is holding some weapon. for example, swap the rifle_hand.md3 and shotgun_hand.md3 files, and notice that the rifle/shotgun view models are drawn at different places.
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ULTRA Random ViruS


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« Reply #4 on: June 05, 2012, 01:28:22 PM »

WRONG.
Bahaha i did that to lure your common 'Wrong' answer. You can be predictable.
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commander scrooge


Turrets: +1/-9
Posts: 187


« Reply #5 on: June 05, 2012, 01:49:06 PM »

it probably tells the client which human animation/pose to use, the 'pistol' or the 'rifle' pose.
WRONG.
I have noticed that there are "_hand.md3" files (E.G. rifle_hand.md3).  What do these do?
*weapon*_hand.md3 files contain the tag_weapon, tag_flash, and tag_barrel MD3 tags, which tell the game how to position the *weapon*.md3 models in the player's view, when the player is holding some weapon. for example, swap the rifle_hand.md3 and shotgun_hand.md3 files, and notice that the rifle/shotgun view models are drawn at different places.

Ah thanks!  Do you have a visible example of these?  As I'm not sure what tag_wapon, tag_flash, and tag_barrel are.
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/dev/humancontroller


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« Reply #6 on: June 05, 2012, 05:07:06 PM »

*weapon*_hand.md3 files contain the tag_weapon, tag_flash, and tag_barrel MD3 tags, which tell the game how to position the *weapon*.md3 models in the player's view, when the player is holding some weapon. for example, swap the rifle_hand.md3 and shotgun_hand.md3 files, and notice that the rifle/shotgun view models are drawn at different places.

Ah thanks!  Do you have a visible example of these?  As I'm not sure what tag_wapon, tag_flash, and tag_barrel are.
an MD3 tag associates a name with a position (relative to a model's origin), or even an animation of positions. find some information on how to place MD3 tags in MD3 models (i have never used a modeling program before). in a *weapon*_hand.md3 file, a tag with the name of tag_weapon should exist, and the game will place the view model at the position specified by the tag (relative to your camera). similarly, the game uses tag_flash to position the firing flash effect, and uses tag_barrel to position the weapon's spinning barrel (currently, the chaingun has one).
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commander scrooge


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Posts: 187


« Reply #7 on: June 05, 2012, 06:30:21 PM »

Thanks for the information, it has been very helpful.   Cheesy
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