,,The GoldScr era of CS GIGN''. (I drew Cs 1.6 GIGN and CS:CZ Deleted Scenes GIGN)
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!
I drew the CS 1.6 main manu. One of the most iconic main manu of all CS games.
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).
How do I fix the missing texture ?
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 ?