Will this modelling trick work?

A trick to have many sights in one gun, with just one model

By Wintercat 2 years ago

Today i've came up with a trick which i think is pretty neat which i don't know if it'll work:

let's say you wanna make a weapon pack, with many different sights: acog, aimpoint, holosight, iron, etc. instead of making a different model on each sight, why not putting all of the sights on one model, stacking them over another, and use VMT trick to remove unnecessary sights.

here's what it supposed to look like:

i'm not a modeler/a compiler, so i don't know what crazy thing will happen if you do so :/

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    Posted 2 years ago

    It would work, yes, but I don't see the point. One way you'd need to select the model and materials to use, your way you'd still need to select the materials. The download would be smaller, but otherwise I don't see why you'd bother.

  • Wintercat's Levels
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    Posted 2 years ago

    okay, that would make compilers make their packs easier right? as far as i know, doing the vmt trick is much easier than compiling a gun into an animation :/

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    Posted 2 years ago

    If you have a proper workflow, you only need to swap out reference SMDs when compiling. Your idea takes more effort than that.

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    Posted 2 years ago

    i don't know what that means but i conclude this myth, possible :)

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    Posted 2 years ago

    Is this how they did it in stuff like COD? I'm sure they didn't compile every weapon so many times since it would result in lots of really oversized files.

    With a bit of engine code could allow switching between attachments easy.

    Anyways yeah sounds like a good idea, maybe someone could do a template version for a tutorial which others could then adapt.

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    Posted 2 years ago

    Posted by gameripper

    Is this how they did it in stuff like COD? I'm sure they didn't compile every weapon so many times since it would result in lots of really oversized files.

    With a bit of engine code could allow switching between attachments easy.

    Anyways yeah sounds like a good idea, maybe someone could do a template version for a tutorial which others could then adapt.

    They could always use an attachment/parenting system. Like in Source you'd just define an attachment point. For example, grenades in CS:S. Player models have a bunch of attachment points for grenades, weapons, the bomb etc. As you know the weapon world models are separate models from the player model. They just parent them to the player and set the position to the attachment point (or something like that, you can do it in Hammer using something like OnTrigger, modelname, SetParent, !activator(player) then OnTrigger, modelname, SetParentAttachment, grenade1).

    Anyway, I still don't see the point. A few extra models only add a few MB to the download. May make it a tiny bit easier to install though.

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    Posted 2 years ago

    in-game you'd still be rendering all the other sights with the vmt trick; not really worth the "ease of installation" imo. Just as simple to drag and drop different model folders as is the norm for options right now.

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    Posted 2 years ago

    Posted by %%Logan Dougall%%

    in-game you'd still be rendering all the other sights with the vmt trick; not really worth the "ease of installation" imo. Just as simple to drag and drop different model folders as is the norm for options right now.

    what about drag and dropping vmts? vmt's are much smaller than model files (correct me if i'm wrong), less than 1 KB. And models could be up to 100 KB, or maybe 200 KB.

    But those who are new to skinning in CS:S, probably most of them will install it incorrectly and say "DUDE WHY DID U PUT 3 SIGHTS ON 1 GUN WTFOMG FIX THIS PROBLEM I RATE 1 U SUX!"

    lol

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    Posted 2 years ago

    Posted by Wintercat

    what about drag and dropping vmts? vmt's are much smaller than model files (correct me if i'm wrong), less than 1 KB. And models could be up to 100 KB, or maybe 200 KB.

    Yeah VMT's are much smaller than model files because it's just a few lines. But you're still rendering all of those vertexes and polygons which cause frame rate drops -- which people will hate more than anything.

    I could maybe understand this space saving method, but it's not like we're all using 56k modems and 1 gigabyte hardrives; it's pointless to do so.

    Posted by Wintercat But those who are new to skinning in CS:S, probably most of them will install it incorrectly and say "DUDE WHY DID U PUT 3 SIGHTS ON 1 GUN WTFOMG FIX THIS PROBLEM I RATE 1 U SUX!"

    If they are that lazy / stupid not to read a simple installation text file, they would be too lazy / stupid to register an account and rate the skin in question.

    You're making a mountain out of a molehill.

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    Posted 2 years ago

    Posted by %%:. Steve-o .:%%

    Posted by Wintercat

    what about drag and dropping vmts? vmt's are much smaller than model files (correct me if i'm wrong), less than 1 KB. And models could be up to 100 KB, or maybe 200 KB.

    Yeah VMT's are much smaller than model files because it's just a few lines. But you're still rendering all of those vertexes and polygons which cause frame rate drops -- which people will hate more than anything.

    I could maybe understand this space saving method, but it's not like we're all using 56k modems and 1 gigabyte hardrives; it's pointless to do so.

    Posted by Wintercat But those who are new to skinning in CS:S, probably most of them will install it incorrectly and say "DUDE WHY DID U PUT 3 SIGHTS ON 1 GUN WTFOMG FIX THIS PROBLEM I RATE 1 U SUX!"

    If they are that lazy / stupid not to read a simple installation text file, they would be too lazy / stupid to register an account and rate the skin in question.

    You're making a mountain out of a molehill.

    Okay okay. I get you big guy

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