Four questions about Blended Sequences while rewriting the QC file for porting a GoldScr model in Gmod and SFM. I. Is that possible to keep all Blended sequences and NOT commenting them out/deleting them in the QC in a Goldscr model to Source/SFM/Gmod , can the blended sequences a little bit modified but kept them be still compiling in the QC? II. If still NOT , is that possible to rewrite the blended sequences(in the QC ,ofc) into $animation ones , if I want to keep the blended sequences from a Goldscr model intact in Source/SFM/Gmod? +BONUS! III. If I have different skins for a retextured GoldScr model , adding the the skins with $texturegroup for the skins in the QC. ■ While compiling it won't give any errors, if i add different skins with $texturegroup in the QC ? IV. How do the $animation work for a Goldscr model ported into Gmod and SFM ?
How do I fix the missing texture ?
CS:GO GSG-9 (Variant D) and GIGN (Variant C) in the CS 1.6 main menu style. CSGO may be over but the community servers are still there and I won't stop making CSGO fanarts because CS2 lacks these factions that made each CS game unique and interesing. Yeah, CSGO may be over, but the community servers are still there!
GIGN silent defense! (I've drew CS:GO GIGN Variant C with the Sport Gloves Pandora's Box and with the USP-S Target Acquired skin)
I drew Marco (a special operative of GSG-9) from CS:CZ Deleted Scenes. He is a character present in Motorcade Assault campaign (one of my favourite campaign in Deleted Scenes).
,,The GoldScr era of CS GIGN''. (I drew Cs 1.6 GIGN and CS:CZ Deleted Scenes GIGN)
I drew the CS 1.6 main manu. One of the most iconic main manu of all CS games.