IchWertyIX

IchWertyIX

@ichwertyix
Joined 28 Dec 2022
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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!

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!

(Edited)
tsmile3

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 ?