Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
In the early days of Source, viewmodels were the only thing you had in first person. These were modeled weapons AND hands. Every game was made like this in those days.
Fastforward to around the left 4 dead 2 era, and it's become a common practice to have arms and weapons modeled separately. I don't personally know what "c" in c_arms stands for, but effectively it just means that the asset is not made in the old viewmodel method.
"v_arms" is a misnomer which comes from people not knowing how the c_arm system works. There are simply viewmodels, and c_arms.