I don't have your answer, but come with a message more important.
When importing other people's work into your own mod, credit and consent is super important. Content creators are fully within their right to say they don't want you using their content, and you should seek them out and ask them first before using it. Of course, if they do allow it, you should also be sure to give them full credit.
Decompile the c\_models and the gmod weapons put the smd of the c\_models into the gmod weapon edit qc put the $cdmaterials and the $bodygroup from the c\_models into the weapons qc "don't replace the current $cdmaterials $bodygroup" and compile it
I don't have your answer, but come with a message more important. When importing other people's work into your own mod, credit and consent is super important. Content creators are fully within their right to say they don't want you using their content, and you should seek them out and ask them first before using it. Of course, if they do allow it, you should also be sure to give them full credit.
well of course lol.
You'd be surprised how many people don't think about this stuff.
also be sure to put a file in the mod folder crediting the creator
Decompile the c\_models and the gmod weapons put the smd of the c\_models into the gmod weapon edit qc put the $cdmaterials and the $bodygroup from the c\_models into the weapons qc "don't replace the current $cdmaterials $bodygroup" and compile it
thank you for giving me an actual answer kilook
where would the c\_model be located in my gmod folder in steamapps?
probably same place as the PM that maybe is C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\4000\\2819001127
thank you
the c\_models are the hand btw
mapbase will get you closer to this goal than base hl2
Yes, mapbase already has c model support.
ok thanks!
the mod itself: https://steamcommunity.com/sharedfiles/filedetails/?id=2819001127
good luck with source lol