Left 4 Dead 2

Left 4 Dead 2

R:WW2 Bloody Machete (for Machete)
4 Comments
ĐruCart3456 15 Sep, 2023 @ 7:06am 
Thank you for the reply! I've messed with them a little, and actually, most of the weapon replacers I've done in private to teach myself have done it this way. Only these anims break; I brought the rig and anims into Blender, an smth about the attacks is absolutely shattered, all of the bones scrumple onto the origin point. The 'secondary', idle and deploy are all fine, so, I'm thinking it might be some ik rules or deltas or smth in the QC. Worst case, might ask Rocky himself, if he's open.

Love your mods btw, thx bb.
Alex_D #NoWar  [author] 15 Sep, 2023 @ 1:15am 
Another way is messing around trying to fix the IK rules that break upon decompile. But seeing as I resorted to includeModel, I failed and cannot help you on that.
Alex_D #NoWar  [author] 15 Sep, 2023 @ 1:12am 
I did mention in the description that I used the includeModel trick. It's a decompile with a couple extra steps: you rename the original MDL file, hex it as well so that the inside of the file has the same name (best done if you only change a few letters and keep it the same length), and remove all animations and sequences and add the $includeModel line. You can use whatever I already hexed in this mod (a_machete.mdl or whatever) and just link to it in your compile.

You're better off seeking a guide on this, but it's actually a very simple procedure once you know what you're doing. The disadvantage to this is being unable to change the order of sequences or their speed (so other weapon slots might be impossible to port to) and changing the sound events and particle effects.
ĐruCart3456 14 Sep, 2023 @ 4:43pm 
Sorry for asking, but I'm trying to do my own Machete replacer on the same animation set, and keep finding issues with the attack animations completely breaking. Could I ask how you did it?