Creating VWeps (VWeaps?)
Alright, after I finally got off my lazy butt and created VWep for Paintball II, I found out it wasn't nearly as difficult as I thought it would be.  I thought I'd write a nice little easy-to-follow tutorial for anybody else desiring to create vweps of their own.

     The Tools
You'll need to grab a copy of Q2 Model Editor.  You don't need to know how to use it, as it's all explained in the tutorial :)

     Let's Go!
The first thing you need to do is load your model.  I'm using the ground weapons (I assume that's what g_ stands for, heh), and in this tutorial, I'll be using the SpyderSE from the paintball mod.

Now you need (well, don't NEED, but I recommend) to choose a reference model - whatever player model you want to create vweps for.  I'm using the male model (players/male/tris.md2)
Now merge your model with an existing weapon model for the player.  I'm just using the shotgun.  Weapon.md2 is the standard visible weapon.
Next switch to face mode (see arrow), and invert your selection (you can just hit "i").
You'll want to align and scale your model to be as close as possible to the original one.  Use the move/scale/rotate modifiers - pretty self explanitory.
You can also use the Pan Views button to scale/move your view so it's easier to work with.
Using the reference model helps a lot in getting the model lined up correctly.  Make sure the gun is in contact with both hands.  Note how I also made it look like his index finger was on the trigger :)  I find the flat shaded 3D view is easiest to work with.
Once everything is lined up to your satisfaction, switch to a different frame (circled).  This isn't necessary, but it makes things easier.  Switch to vertex mode, and select four verticies on the existing vwep model (in this case, the shotgun).  Spread the selection out as far as possible - if they are too close, your final result will be wobbly or look funny.  If you mess up on your selection, press the "\" key to deselect all the verts.
This is a good point to save (the next step is not undoable).  Switch back to the first frame (or whatever frame you aligned your weapon in), switch to the bone (B) tab, and click align.  Your weapon should now be aligned nicely with the other one through all of the frames - try it out (move the frame bar).
Now you need to get rid of that 'ol shotgun (or whatever you used).  Switch back to Face mode, press "I" to invert the selection, and click on "Del. Selected" in the "M" tab.
Now hit F2 to go to the skin editor and delete the leftover skin vericies (click the Delete Sel. button).  My skin looks all messed up because Paintball II uses a different palette. :)
And last, but not least, you need to save it.  Export it to MD2, and name it w_<whatever>.md2.  You will also be asked for a skin name.  Since Paintball II is a mod where everyone obviously has the model skins, I just used the skins from the weapons directory, but if you're creating special weapons for specific player models, you'll probably want to copy the .pcx files into the player model's directory and use those.
And the final result...

I try to make these tutorials as easy to follow as I can, but if there's anything you're unclear about, contact me and let me know.

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Created May 27, 2000.
Content on this page is Copyright © 2000 Nathan "jitspoe" Wulf, almost all rights reserved.
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