Product Chat / Gunspec command to rotate gun

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SmugglerSynku
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Posted: 3rd Jul 2016 22:07
is there a gunspec command that allows rotate gun by x, y, z axis? im experimenting witch my guns settings and i cant find it.
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LeeBamber
TGC Lead Developer
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Posted: 4th Jul 2016 12:22
I don't think you have GUNSPEC fields for that (I could be wrong). You would ideally go into the model file and rotate the root orientation there.
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SmugglerSynku
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Posted: 4th Jul 2016 22:03
Thank you for awnser Lee I want to edit guns from store, made by BSP; What will be the easiest way to do that (for someone who didn't have any experience witch 3d editing programs) ?
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Gtox
3D Media Maker
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Posted: 5th Jul 2016 19:44
There's a lot you can do in the gunspec file, but if you want edit the actual model, then there is no easy way to do it - you'll have to get into 3d modelling and animation. Sorry
JBoy77
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Joined: 12th Apr 2007
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Posted: 7th Jul 2016 18:26
Actually using Fragmotion to edit and manipulate GameGuru and FPS Creator weapons is pretty easy to get the hang of! Here's a like to the official site where you can download it for free. http://www.fragmosoft.com/downloads/ Also feel to PM me or email me for help or just to give some pointers.
Errant AI
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Posted: 8th Jul 2016 02:16 Edited at: 8th Jul 2016 02:23
Yes, you can edit global model rotation in a weapon's gunspec.txt.

Just add:

rotx =
roty =
rotz =

for rotation on x,y or z axis. You can use positive or negative numbers and they may be decimal amounts as well (roty = -6.6, etc.)

You do not need to edit the animation/model if you wish to essentially rotate the model's origin. This is particularly useful for tweaking iron sight alignment with pre-existing/3rd party models.

Please note that all animations for the altered weapon will be globally offset by the input rotation. Also note that the rotation point is at the model's origin/0,0,0 location. So, you may need to tweak horiz,vert and forward values after the rotation has been set.

Be sure you reload the map after any saved gunspec change for it to take effect. I find that switching between two saved test maps with the weapon preassigned makes the tweaking process less slow than restarting the client each time.

Hope this helps.
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Pirate Myke
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Posted: 8th Jul 2016 19:52
Thanks for the info Errant AI.

Very useful to know.
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PartTimeCoder
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Posted: 8th Jul 2016 19:59
How about gun position/offset/rotation in AI hands, I have custom characters rigged to GG animations and custom weapons, the weapons do not align in the characters hands very well are there any gunspec commands to counter this?
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Errant AI
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Posted: 8th Jul 2016 21:57
Unfortunately, no. I agree that being able to offset VWEAP pos/rot would be super handy.

If you're doing the rigging yourself, it's best to merge in a few meshes of your vweaps and then move the FIRESPOT limb/bone to a sensible place. I find that best practice is to have the VWEAP origins at the "front-strap" of the pistol grip just below the trigger-guard. This seems to be good for the majority of modern-ish weapons and can also work with most melee weapons. The GG rig's default FIRESPOT is in a somewhat arbitrary position that makes uniform alignment unnecessarily annoying. Of course, if you want really good registration you will have to tweak animations to exactly match the profile(s) of your custom weapons.
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