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removing them is advisable since that will prevent the c_hands' part of the upper arms to stretch thanks to the removed unused weight paints and it makes the c_hands look better when using certain weapons with custom viewmodels.
after removing the leftover weight paints, you need to weight paint anything that's missed from the upper arms. that way, that would solve the other problem i reported on the c_hands' upper arms which would happen if those weren't weight painted in.
i really wish i realized this sooner but it was actually that simple! i hope all of this helps you out and anyone who might stumble upon these thoughts of mine!
also, do you mind if i could add you? it's something i want to share and add from all of previous comments i made without flooding comments here.
[list]
[*]ValveBiped.Bip01_Pelvis
[*]ValveBiped.Bip01_L_Thigh
[*]ValveBiped.Bip01_R_Thigh
[*]ValveBiped.Bip01_Spine
[*]ValveBiped.Bip01_Spine1
[*]ValveBiped.Bip01_Spine2
[*]ValveBiped.Bip01_Head1
[*]hair
[*]sidehair_L
[*]sidehair_L.001
[*]sidehair_L.002
[/list]
other than that, there's an unrelated bug on chalo's c_hands as well, parts of their upper arm seems to stretch to a certain direction, could be a weight painting issue from what i've seen but it may be an easy fix.
it's noticable if you bonemerge a viewmodel weapon with this, best seen if you bonemerge (using easy bonemerge tool) their c_hands with HL2 or CSS c_hands on the gmod folder in the spawnmenu
hopefully this might help along with the tips i've mentioned a month ago!
i think i realized the problem with the c_hands freaking out or being weird, they seem to have extra bones that may interfere with custom SWEP bases like i've mentioned before.
those bones shouldn't be in the c_hands in the first place since i think they may act weird with said bones which may stretch out the viewmodel to the point that it would look weird in custom SWEP bases or custom animated viewmodels.
#That cat from Oured
if anything, this would allow the sleeve to be toggled if "jacket.2" is changed.
optionally, you could adjust the c_hand so parts of the sleeve can be seen could help in visualizing whether the sleeve is toggled by the "jacket.2" bodygroup of the playermodel or not.
and i think having "toon" or cel-shaded lightwarps might help the model look better than using the default lightwarp, since this playermodel's style is perfect for it.
hope this all helps!
other than that, i think i have some other suggestions in improving the playermodel:
the c_hands could have a toggleable bodygroup that can match the playermodel's bodygroup when the latter's jacket bodygroup is changed by using this code from YuRaNnNzZZ, credits to him for it (you should credit him too if you plan to use the code below, make sure to put it in the lua)
hook.Add("PreDrawPlayerHands", "(hands name here)", function(hands, vm, ply, wpn)
if IsValid(hands) and hands:GetModel() == "models/(playermodel here)" then
hands:SetSkin(ply:GetSkin())
hands:SetBodygroup(#,(ply:GetBodygroup(#)))
end
end)
I can't help, please contact the gun author to fix it
though there's a slight problem with the c_hands where it freaks out (aka flickering or part of it stretches to the map origin) when using replacement weapons with custom animations or certain SWEP bases like MW Base, TFA, ArcCW or ARC9, probably an issue with the rigging of the c_hands? i'm not sure. it's noticable with cBobbing if you have that enabled.
i also recommend renaming the lua file so it won't conflict with other playermodels in the workshop.
other than that, great job btw.