

What i've found from decompiling these weapons, or even viewing them in source's SDK is that valve either made some un necessary animations, or ones that they don't even use. $animation ProngsOpen "Prongs" frame 2 2 subtract ProngBase 0īasically the prongs are open on frame 2 in the sequence name Prongs and set closed at frame 1 in the same sequence.ĭecompiling the original and using the given blending code didn't work (as I stated before) so I pretty much had to re-do that part completely. $animation ProngsShut "Prongs" frame 1 1 subtract ProngBase 0 Here's the block of compile code for the blending When it opens and closes is decided by the game code so I had to keep the main name of the sequence (prong_blend) the same, otherwise it wouldn't work. They're set at an open position in one sequence file and closed in another. Now a weapon like the gravity gun was a little bit trickier because it used blended sequences for the claws. $sequence fire01 "fire01" ACT_VM_PRIMARYATTACK 1 snap fps 30.00 node 2 $sequence idle01 "idle01" loop ACT_VM_IDLE 1 fps 30.00 node 0 Here's the Qc I used for compiling the shotgun Granted it's not perfect so you have to modify some things here and there but for the most part, pretty simple. Qcs are relatively simple, especially when you're replacing existing weapons because you can just decompile those and it will give you an already built Qc file. You can change the "30" next "animatedTExtureFrameRate" to whatever framerate you want. Then just plugin the directory information into the $basetexture file as such:Īdd this to your animated emmisive VMT to control the framerate of animation You can then import that sequence into VTF editor and export it out as a single animated VTF file to use in your VMT file. Then export that animation into an img sequence using "IMG00000" and so on as your syntax. To create an animated glow you'll have to make an animated emmisive that changes from a mask that shows hardly any glow to a mask that gets bright. If you don't need an animated emmisive though you can place it in the $basetexture alpha slot. I keep them separate because I like to animate the emmisive to give off a pulsing glow. One is your Material VTF and the other will be your Emmisive VTF. you can also place the emmisive map in the alpha channel of your base texture This tells your material to use a seperate VTF file as your emmisive map In your VMT file for the crossbow use this You can change the glow on the rods several ways.
