Garry's Mod

Garry's Mod

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Juniez Sling Shotgun w/ Alt Holdstyle, C_Hands, & X-Red's Fixes
   
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Roleplay, Realism
File Size
Posted
Updated
13.968 MB
11 May, 2023 @ 10:51am
11 May, 2023 @ 11:10am
2 Change Notes ( view )

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Juniez Sling Shotgun w/ Alt Holdstyle, C_Hands, & X-Red's Fixes

In 1 collection by ☢ ​​Seaal Mid​​ ☢
Alt. Versions of my Juniez HL2 Replacements w/ X-Red's Fixes
7 items
Description
A modification of the original mod I made that was the Juniez's shotgun[www.artstation.com] w/ a sling replacing the default shotgun w/ X-Red's fixes[gamebanana.com] applied, the main difference being that this mod uses an alt holdstyle that I made (pictures/video taken w/ viewmodel fov of 60).

I won't relist all the fixes/changes I and X-Red made to the original shotgun except for the ones specific to this mod. If you want to know what they are, you may read them on the original modpage.

My Changes:
  • Uses an alt holdstyle. I attempted to mimic how Ethan Winters holds his shotguns in RE8. Obviously it's not 1:1, and I still use the original valve anims, but I did modify one animation
  • Modified reload anim to be rotated a bit more toward you.

This was mostly an experiment I wanted to try. Since this mod seemed to work fine, I expanded it. This is what my end goal w/ this experiment is. I'm not going to be changing or fixing anything about it unless I forgot to include something or the mod is somehow very broken in some way I didn't notice.

Have fun!

Creator Notes:
This was interesting to attempt. When I first tried it, I thought I was screwed because moving the left arm w/o changing the position of the left hand (aside from sliding it further up the pump from you), while looking normal on the idle animation, breaks every other animation (your hand very visibly clips thru the shotgun during them). I remembered though, in my time making personal edits of various L4D2 mods, that most weapon mods utilize IK rules to keep the hands positioned where the animator wants them without the hands looking like they're sliding around. I (somehow) managed to set up an IKChain for the left hand and IKRules on each anim that is supposed to have the left hand positioned on the shotgun's pump. It was fun and kinda rewarding to get it working and looking nice.

Created By:
- Valve: Original Shotgun model & animations
- Juniez: Improved Shotgun model
- X-Red: Animation fixes
- Me: Porting to Garry's Mod, fixing double shot shell ejection, and making alt holdstyle
- ???: Sling (I THINK Gunship Mark II or someone that worked with them on MMod made the sling model, but I don't know for sure)

Everyone is free to take the mod, edit it, and reupload it. Just remember to include Juniez's readme, follow its instructions, and credit Juniez for the weapon model, XRGM1267 for the fixes, and me if using this same, ported addon.

Juniez's Readme:
Hello, please enjoy this.

LICENSE
Please do not redistribute this as a part of a larger package.
Otherwise, please feel free to redistribute this zip, as long as this read me is included.
Significantly derivative work using these assets are also allowed.

Thank you,
Juniez
12 Comments
☢ ​​Seaal Mid​​ ☢  [author] 30 Jun, 2024 @ 9:42am 
@A Holly Broccoli: You're welcome! I understand that "I learned it myself" is not really a great answer to give, but I hope the player model guide is also enough to help you get started as well like it was for me.

Also I should add, this strategy I use to make weapons C_ compatible works for Gmod, but there are some other source games that it doesn't work for, like left 4 dead 1/2, because doing this changes the order that the bones are defined in, which some source games don't like for some reason. There is a way to work around this, but it requires a different strategy that is harder and more time consuming by using bone constraints in Blender to make the C_ skeleton copy the original view model's skeleton for each animation.

If ya have any trouble, you can let me know and I'll try to help as best as I can when I have time.
HollyBlox (A Holly Brocoli) 30 Jun, 2024 @ 7:09am 
Ah, no sweat. You were kind enough to reply in the end, and it's more helpful than you think. I'll check out MrFunreal's guide for further guidance; thank you for linking that. And I'm sorry to hear you're busy, I hope your life becomes less busy soon. Keep care!
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:47pm 
@A Holly Brocoli: Sorry for the super late reply. I'm not sure how I never saw your comment. Anyway, I wish I could easily help ya directly, but I'm just way too busy with my personal life to do so. All I can really do is copy & paste what I told another user in a different mod I uploaded a while ago: [0/]
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:47pm 
"@pessifan55: C_ Hands require that, on top of any weapon-specific bones, a viewmodel contains the same bones as the C_ hands themselves so that they have somewhere to bind to. So if the viewmodel you want to convert lacks that, then yes, you need to do Blender stuff (or use some other 3D model/animation tool) to add those bones. [1/]
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:46pm 
It's unfortunately not as easy as renaming bones. Also unfortunately, I don't have a guide to give you. I didn't use one to learn how to do this specifically. I learned how to do source blender stuff after making L4D2 survivor mods for the first time w/ мяFunreal's guide . It is very helpful with getting you started, as it gives you the exact tools you need to allow Blender to mod for Source and how to use them. You also need to use Blender 2.9 or 3.x (which you can opt into thru the Betas tab if you install Blender on Steam) " 28 June 2024 Note: Last I checked, this no longer works. But you can still download old Blender versions from their official site. [2/]
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:46pm 
"I can't explain the whole process, but the method I see modders sometimes use (and the one I used here) is taking the skeleton from the C_ hands model, importing it onto the viewmodel's reference .smd, posing the C_ hands skeleton as closely as possible inside the original viewmodel arms, merging the skeletons together, and finally parenting each C_ hand bone to it's corresponding bone on the original viewmodel arms. That effectively "puppets" the C_ hand skeleton with the original animations without needing to do any animating yourself. FYI, posing in Blender is finicky. The guide does tell you how to pose a skeleton and then save that pose, but sometimes things go wrong anyway. Usually looking up your problem on the internet will help you if anything weird happens. [3/]
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:46pm 
"After exporting the new reference .smd, you also need to modify the viewmodel's .qc file. You need new $definebone lines for every bone & you need $bonemerge lines for every C_ hand bone. The guide I linked [above] explains how to make $bonemerge lines easily & make correct $definebone lines at section 7.04 all the way to the end of 7.05.2 and the section labeled $Definebones." 28 June 2024 Note: After I originally posted this, the guide I was referring to was updated and the definebones instructions were changed. I use the "slow approach" in the guide, which is the old method, but maybe the "fast approach" works in this case. Just remember not to follow any steps that are player model specific, and if you follow the "slow approach", don't listen to what it says about keeping all attach, forward, & weapon bones. You'll want to delete all of them. [4/]
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:46pm 
"For all I know, there's a much faster & easier way to do this. The way I learned how to do this was, again, using the knowledge I gained from мяFunreal's guide and just trying things. [5/]
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:46pm 
I would decompile & look at already existing C_ hand viewmodels to understand how the .qc file should look , and decompile L4D2 weapon mods to see how they did the process I just explained (some MW L4D2 [& I think GMOD?] weapon mods use this strategy. I sadly don't remember which ones) . (28 June 2024 Note: I think I was slightly crazy here. I think this was actually a method I figured out myself. I haven't been able to find any other mods that do this) Lastly, if the original viewmodel is waaaaay smaller or larger than the C_ hand arms, I have no clue how to fix that. I lucked out with the Doom 3 viewmodel arms being practically the same size as the C_ arms. For only 1 mod in my life did I manage to change the size of the orig. viewmodel for C_ hand purposes, but it took forever, the outcome wasn't super great, and I don't even remember how I did it." [6/]
☢ ​​Seaal Mid​​ ☢  [author] 28 Jun, 2024 @ 5:46pm 
That's everything I told pessifan, the other user who asked me about this. Again, I wish this wasn't the case but I really don't have much time to make a full guide myself. I can try to help you here and there if you have any issues, but I can't guarantee I'll answer fast at all. I hope this is adequate for ya. [7/]