Garry's Mod

Garry's Mod

[Deprecated] DOOM 3 SWEPs w/ C_Hands
140 Comments
☢ ​​Seaal Mid​​ ☢  [author] 23 Mar @ 5:47pm 
@Phoenix_Nebula & @k65569404: Thank you!
Phoenix Nebula 22 Mar @ 12:44am 
Even though the addon is now deprecated thanks to Upset's recent update on the original addon, I wanna thanbk you for making this either ways for making this alternative. Great job!
Nature Chaser 3 Dec, 2024 @ 4:09pm 
could you add a option to fix the shotgun reload in the menu?
Gordon, GORDAN! 7 Oct, 2024 @ 6:20am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1992382695&searchtext=Doom+3

I wonder if you could do the Alpha shotgun and possibly add it to the main pack as well?
k65569404 4 Oct, 2024 @ 1:03am 
good:steamthumbsup:
taint 20 Aug, 2024 @ 3:07pm 
I understand, thanks anyway.
☢ ​​Seaal Mid​​ ☢  [author] 20 Aug, 2024 @ 11:33am 
@taint: I'm really sorry, but I don't have the time to guide people individually through how to do it exactly. Like I've told others, I just learned how to do this by messing around with modding tools after learning how to create survivor mods for L4D2 with Mr funreal's guide. I do have multiple posts on the comments section of this page though which describes in more detail how I did this.
taint 19 Aug, 2024 @ 10:12pm 
Hello, I was hoping you could add me and show me how you got the C_Arns skeleton attached to the model. I'm working on a few addons myself that could do with C_Arms. Thanks.
Skeletonkon 4 Aug, 2024 @ 3:33am 
Nah it's not a big deal :D
☢ ​​Seaal Mid​​ ☢  [author] 3 Aug, 2024 @ 1:07pm 
@Skeletonkon: That would be neat, but I didn't program the SWEPs. Also this addon is old. You should ask the same question on Upset's addon page instead, since that one is the most updated version.
Skeletonkon 3 Aug, 2024 @ 11:24am 
Hey I was just wondering is it possible to make the BFG attack the Nextbots? There is a new DooM 3 nextbot mod on the workshop that contains all the monsters from the game, pretty cool pack but the DooM 3 BFG round just flys by them and does not seem to shoot green lighting at them and ignores the nextbots completely. Just thought about sharing the intel. Don't mind me :D
☢ ​​Seaal Mid​​ ☢  [author] 2 Aug, 2024 @ 3:59pm 
@messiah_7: The fix is using either this addon or upset's addon; presumably Upset's lol
Stephen 2 Aug, 2024 @ 3:41pm 
there is nothing to fix, the flip
Excellent Epsilon 2 Aug, 2024 @ 3:39pm 
fixing time (* ̄3 ̄)╭

Addon '<color=255,128,0>[Obsolete; Read Desc] DOOM 3 SWEPs w/ C_Hands</color>' probably conflicts with addon '<color=255,128,0>DOOM 3 SWEPs</color>' due to both having the following files:

lua/weapons/weapon_doom3_base/shared.lua
lua/autorun/client/doom3_umenu.lua
lua/entities/doom3_grenade/cl_init.lua
lua/entities/doom3_rocket/init.lua
lua/entities/doom3_plasma/init.lua
lua/entities/doom3_grenade/init.lua
lua/entities/doom3_bfg/init.lua
lua/effects/doom3_plasma_light/init.lua
☢ ​​Seaal Mid​​ ☢  [author] 24 Jul, 2024 @ 5:55pm 
@evandaarcher: Yep. It didn't used to. Now it does, hence this addon being marked as obsolete
evandaarcher 24 Jul, 2024 @ 3:38am 
The DOOM 3 weapons already has C_hands
Джонни две куртки 7 Jun, 2024 @ 9:12am 
my hands are invisible
Джонни две куртки 7 Jun, 2024 @ 9:11am 
when i turned off the original addon, my c_hands disappeared, is ur remake requesting the original one content, or its just my issue?
фуриьб минусы? 27 May, 2024 @ 12:41pm 
don`t work, idk
Proper Cut 26 Apr, 2024 @ 4:22pm 
Ahhh damn. Well that's a shame. Although the lack of universal c_hands for that pack got me curious about Gmod lua.
Proper Cut 26 Apr, 2024 @ 3:00pm 
Damn, sounds like a tough process. Because there's this addon I want to edit that has pre-existing c_hands bound ONLY for a playermodel they made. Any way to change something around in the code so that it can work for all playermodels? The pack in question is this-
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903799462
☢ ​​Seaal Mid​​ ☢  [author] 26 Apr, 2024 @ 2:52pm 
@Proper Cut: Well like I've told pessifan55, it's not very easy to explain how to do. The quick explanation is that for C_ arms to work, they need somewhere to bind to; specifically, a viewmodel needs to have animated on it the exact same bones that the C_ arms models have. It requires knowing how to manipulate & animate (or pseudo-animate) the C_ arms skeleton on the viewmodel of your choice. I've tried looking, but I haven't ever found any guide explaining this exact process except for making viewmodels entirely from scratch .

How I learned how to do this was just a combination of learning how source models work when I made survivor mods with this guide , decompiling already existing C_ view models and seeing how they worked, looking up questions online, and messing around with stuff.
☢ ​​Seaal Mid​​ ☢  [author] 26 Apr, 2024 @ 2:52pm 
Because the DOOM 3 viewmodels that Upset ported had their own unique, differently-named bones for the arms, I just ported the C_ arm skeleton to each viewmodel and had the original arm bones "puppet" the C_ arm bones via parenting. As far as I know, this strategy only works for Garry's Mod. Other source engine games get mad if the bone order is messed around with like that.
Proper Cut 25 Apr, 2024 @ 10:08pm 
Hey! Mind if I ask something? How do you add C_Hands to a weapon pack? I'd recommend an addon pack to make C_Hands for but chances are you might be busy so I wanna see if I can do it on my own.
ThisBurgerTank 1 Apr, 2024 @ 6:05pm 
@Seaal_Mid yeah maybe one day someone will make a fully guided tutorial in guides tab or YouTube video
☢ ​​Seaal Mid​​ ☢  [author] 1 Apr, 2024 @ 2:03pm 
*at least I don't think Mrfunreal's weapon mod guide talks about pre-existing anims. It does talk about bone constraints, but for different purposes.
☢ ​​Seaal Mid​​ ☢  [author] 1 Apr, 2024 @ 2:01pm 
@pessifan55: Yeah I wish I had a guide to send ya to but I just kinda figured weapon model stuff out after modding random things for long enough, especially with my first survivor mods for L4D2 (which were also the first real mods I made). I think Mrfunreal's guide on making survivor mods is what really helped me get a foot in on understanding how source engine models work and what qc files are doing. Mrfunreal does have a weapon mod guide (for L4D2), but it assumes you're working entirely from scratch, which, in your case, you aren't because you have the models and anims ready. That doesn't sound like it'd be a problem, but it is; the guide doesn't tell you how to apply the C arms correctly to already existing anims. It is of course possible, especially w/ the bone constraint & animation baking method I hinted at earlier (in Blender), but it's something the guide doesn't talk about.
ThisBurgerTank 1 Apr, 2024 @ 2:36am 
@Seaal_Mid its okay that you cant explaned everything im close to give up anyway lol
thanks tho
☢ ​​Seaal Mid​​ ☢  [author] 1 Apr, 2024 @ 12:45am 
@pessifan55: Are you saying that the original weapon already has bones named after the bones that the C_ arms use, because if so, then that changes things, since I don't believe you can have duplicate bones.
Rather than doing the whole process I described, I would just add bonemerge lines for the required bones & just see how it looks. I would then see what needs to be changed and make a 1 frame animation that has the required changes, then use it in a sequence that autoplays & has delta & subtract commands. The subtract command should subtract the first frame of the idle animation.
☢ ​​Seaal Mid​​ ☢  [author] 1 Apr, 2024 @ 12:45am 
I unfortunately don't have time to explain every detail. This kind of thing just requires a lot of experimentation to get down (at least without someone guiding you every step of the way, which I can't do for you). The valve dev wiki can help if you don't know what it means to make delta sequences. And sometimes I would just decompile random C_ weapons to see how they work.
☢ ​​Seaal Mid​​ ☢  [author] 1 Apr, 2024 @ 12:45am 
I also think I learned a better way to puppet C_ arms than the method I described (which doesn't work on games like L4D2), but while it's not complicated when you know how to do it, its hecka complicated to explain. It involves using bone constraints & baking animations in Blender. But yeah again, I'm too busy to explain everything. It just requires a lot of tinkering & online researching. I'm sorry that I can't really be much more help. There might be other modders that are willing to help more than I can though. Idk where to look for them though. I only know that Dead4Mods is a good place to get help for L4D2 mods.
ThisBurgerTank 31 Mar, 2024 @ 5:15am 
@Seaal_Mid hey sorry to asking for help again so i try to add c_hands for the m16 from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1350666095 but it has ValveBiped.Bip01_ i'll still parent c_hands into the m16 bones and bone merge define bones but when i see the result it look like this https://ibb.co/5TyqNTr what do i do am i cooked:steamsad:
✮ Mλrtin ✮ 28 Mar, 2024 @ 5:32pm 
@Seaal_Mid yeah you're weclome so other SWEPs is best on weapon for doom 3, 64, 2016 and eternal more add this some more.:steamthumbsup:
☢ ​​Seaal Mid​​ ☢  [author] 25 Mar, 2024 @ 3:12pm 
@ChrisNineZero: Thanks! Glad you like it. Upset did add my C_ models to the original addon though, so this mod isn't really needed anymore. I was going to delete it one day, but I decided to change my mind on that. I don't want to accidentally screw anyone who prefers my version for some reason.
✮ Mλrtin ✮ 25 Mar, 2024 @ 3:04pm 
i love this your addon c_hands Seaal Mid
Jakericeiscool2008 4 Mar, 2024 @ 3:29pm 
Nice, now we can play like doom slayer in gmod Half life 2 or Half Life 1 with Doom 3 weapons
☢ ​​Seaal Mid​​ ☢  [author] 23 Feb, 2024 @ 9:28pm 
@Milk: I want to. Whether or not I have time in the future to dedicate to it is the evil & cursed question.
Milk 21 Feb, 2024 @ 6:53pm 
Do you plan to make c_hands patches for more mods though?
☢ ​​Seaal Mid​​ ☢  [author] 16 Feb, 2024 @ 5:35pm 
@pessifan55: Haha thanks, and you're welcome :cupup:
ThisBurgerTank 16 Feb, 2024 @ 4:29pm 
You're saint man thank you so much:steamhappy:
☢ ​​Seaal Mid​​ ☢  [author] 16 Feb, 2024 @ 6:00am 
@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. 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).
☢ ​​Seaal Mid​​ ☢  [author] 16 Feb, 2024 @ 6:00am 
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.
☢ ​​Seaal Mid​​ ☢  [author] 16 Feb, 2024 @ 6:00am 
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 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 (of course, this guide is talking about player models though, so ignore what it says about keeping attach, forward, and weapon $definebone lines. You'll want to delete all old $definebone lines if they exist). After all of that, you test the model & make changes if needed.
☢ ​​Seaal Mid​​ ☢  [author] 16 Feb, 2024 @ 6:00am 
Again, there's probably a lot of stuff I left out. And 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. 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). 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.
☢ ​​Seaal Mid​​ ☢  [author] 16 Feb, 2024 @ 6:00am 
Anyway I hope this is enough to at least help you get started if you really do want to go thru with this. I wouldn't suggest asking me future questions. It's not that I don't want to help, it's just that I'm super busy with college and I might take forever to respond. Only reason I decided to respond to your question today was just because I'm currently professionally procrastinating.
ThisBurgerTank 16 Feb, 2024 @ 4:39am 
How do you add c_hands into sweps? I've try the qci but the hands are mess up do I need to do blender stuff? I need good tutorial
Gordon, GORDAN! 20 Jan, 2024 @ 6:37pm 
Honestly, I like them all.

the OG Plasma Rifle was a long-barreled energy hose and the design gave it away.
It looked like a piece of Experimental Military Hardware that was seldom seen, but built up to be this super prototype of what weaponry 'will' be like in the future. Big, possibly rechargable batteries replacing giant boxes of bullets. It's very much an improvement over a ballistic LMG, but the weapon being somewhat bulky reminds You that yes, it IS likely a Prototype or limited production weapon that saw use in the hands of a few testers or special units in the UAC of the Original DOOM games.
Gordon, GORDAN! 20 Jan, 2024 @ 6:37pm 
The UAC Series 3 Plasma Gun (The one here) ditches the experimental, bulky tech vibe of the OG Plasma Rifle for a rugged, militaristic vibe, it looks to be more compact than the original and it's definitely meant for CQC Combat. The weapon oozes it's rugged and practical look in it's boxier, but flatter design. It's not the Energy LMG the original was, it's a Plasma SMG that seems to be an offshoot or relative of the Original, but was modified into a weapon that filled a much closer-ranged role rather than long-range suppression of enemies like the OG was meant to do.
Gordon, GORDAN! 20 Jan, 2024 @ 6:37pm 
DOOM 2016's Plasma Gun is futuristic, sleek, and smooth, something resembling the Series 3, but it feels like the infantry weapon of the future with how it functions like the original, yet with the compact, lightweight look of the Series 3 along with adding modularity that make it more effective by allowing it to receive a selection of modifications.

It feels like a UAC that has advanced more into the future took notes from previous Plasma Guns and turned it into something that is both compact, effective, and more viable for some form of mass production.

Remember, these are Plasma Guns from different UAC's, They shouldn't all conform to one model. It makes sense for Them to be different.