Garry's Mod

Garry's Mod

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CS:S Original V_model offsets replacement
   
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Realism
Bestandsgrootte
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5.651 MB
25 apr 2024 om 19:15
12 jan om 11:24
2 wijzigingsnotities (weergeven)

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CS:S Original V_model offsets replacement

Omschrijving
Changes the Gmod CSS Viewmodels to ones that try to match the original CSS v_model positions

-Will this work with reskins?
Yes

-Will this work with models and animation replacements?
No

-C_hands?
Yes of course, it only moves the default Gmod CSS viewmodels.

-Why did you do this what is the point of this?
Just never saw an addon bringing back the original viewmodel positions, so I just did it, also because bored.

You can test how they look with this addon (CS:S Weapons Pack) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=939491336

I do not know the name of the person who made the CSS Knife anim port so I am not able to credit them, I just copied the workshop link i had from a while ago.
45 opmerkingen
Cj ROCKS 21 jul om 18:55 
If this addon doesn't work for you, extract it!
SnoopySeven 23 jun om 4:59 
hey lads, i made an addon to almost match the fov of the original cs source weapons with this addon
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506804668
i have a hole in my shoes  [auteur] 22 mrt om 14:31 
You could do that probably, havent tried it so not sure.
sadie! <3 22 mrt om 14:30 
Do you think if I decompiled the CSS models and just matched the exact offsets it'd work?
i have a hole in my shoes  [auteur] 22 mrt om 13:47 
No it was just simply editing the origins ot the viewmodel through QC editing, I have tried to be as accurate as possible by looking at the v_model files in HLMV so there are probably some errors, I dont mind at all if people edit my addons so go ahead
sadie! <3 22 mrt om 0:16 
this is really good but i think some of them are noticably low when compared to, namely the handguns. was this done by editing the models themselves or is it simpler than that? i'm just asking cause i've been considering editing myself to fix them not being 1:1
i have a hole in my shoes  [auteur] 9 feb om 13:34 
If I remember correctly every weapon is using FOV 75 which is the default one in HLMV/HLMV++ I decided to guide myself with that instead of using FOV 90. Also viewmodel errors will happen with ridiculous amount of FOV and viewmodel_fov which I cannot really fix as I do not know any coding and I am simply less than an amateur sourcemodder. If you feel like modifying the addon you can I do not mind.
MissingTexture 9 feb om 13:03 
Another thing is that, on fov 1114, the viewmodel looks exactly to how it does with fov 90. After this, the viewmodel starts moving back like how it does after 90. Then the cycle keeps on repeating forever.

Another thing of note is that the distance of the viewmodel changes your mouse sensitivity. If it's far away, your mouse starts to freak out whenever you move even a little, and if it's extremely close to the screen, it moves slowly.

Uh, sorry about that, i'm kind of a yapper.
MissingTexture 9 feb om 13:03 
But also, the fov command is both the fov command and the viewmodel_fov command?

If it's set to any number under 90, it zooms in and the viewmodel gets left behind, but if it's a number over 90, the viewmodel will move back, like what viewmodel_fov is supposed to do.

Also, if the value is over 160, it appears upside down on the top of the screen, which i think may or may not be a bug related to any scope-based weapons, considering i've seen this bug happen on a Crossbow reskin in a Half-Life 2 mod before. By the way, this weird upside down effect works exactly like the 'weapons move back but fov doesn't' part i mentioned before.

Remember how any number under 90 changed the fov but not the viewmodel fov? Well, after fov 1024, the opposite happens, and the viewmodel returns to the correct position on the screen. The fov doesn't change, but the viewmodel fov does.
MissingTexture 9 feb om 12:36 
But in Counter-Strike: Source, even with the default fov (the command that replaces viewmodel_fov in CS:S for some reason) value (90), they still don't look as close as to how they are in the addon. For example, in the addon, the MP5's magazine is almost not visible, however, in CS:S, even with fov 90, it's visible.

Oh, and, yes, viewmodel_fov doesn't work in CS:S, as you probably could've told by what i said before.