View Full Version : Bones?
116quake3
21st January 2003, 20:37
Do Any Of Yall Like Bones And If You Do And Have Some Would You Mind Posting Up For Me I Will Start Posting My Bones Asoon As I Get It Down Pat
][MPC][vin
21st January 2003, 20:54
bones are only good for ducking...i use vecs for standing and bones for ducking. if i find any good ones (besides my own which i havent used since september but would still be good..) ill post em here.
Dr_Death
21st January 2003, 21:38
actually bones are the skeleton. But which one is which? Well, they are fairly clearly named so we can take an educated guess, but then assumption is the mother of all screw-ups, right? So, I have drawn this handy chart, naming the bones in the skeleton I have provided.
116quake3
21st January 2003, 21:46
Sweet Nice Death Can U Explain How To Make I Know How BUt Some Others May Not
4star
21st January 2003, 21:56
nice work Dr_Death ;)
b!zZ
21st January 2003, 22:20
yeah nice work !!
but...can u make dA pic a kind biGGER ??
my eyes r bad :/
s0rry f0r my stup!d english !
Dr_Death
21st January 2003, 22:30
sorry i tried but this site only excepts picx 250/250 here it'll zip the original size for yeah..
Dr_Death
21st January 2003, 22:41
Originally posted by 116quake3
Sweet Nice Death Can U Explain How To Make I Know How BUt Some Others May Not
Tweaking the Bone-Based Aimbot
==============================
An easy adjustment for bone based aiming is to just modify the
offset vector. You do this just like with normal aim vectors by typing
mdl ov <height> <right> <forward>
You might want to enable drawing of target spots with
avdraw 4
so you can see where the red dot has moved. The offset vector is by default
relative to the player's head, so typing
mdl ov 0 0 0
gives you a location in the head, while
mdl ov 3 0 0
aims above the player's head.
The next part is more difficult and only needed if you want to get the arms
and legs positions right for custom models, or if you're really a hardcore
tweaker and the offset vector is not enough for you.
Selecting the model
-------------------
Defining target spots must be done for each model, as bone numbers differ from
model to model. (its the model designers decision). So you must first specify
for what model you want to define Target spots.
First get a list of models your aimbot has seen so far. When in game type:
mdl list
then from that list lookup the number of the model you like to edit, and type:
mdl select <number>
It should say something like "current model: terror/terror.mdl"
Adding aiming spots
-------------------
To clear all aiming spots (for the current model) you type
mdl clear_spots
This is approximately what "avclear" is for the vector based aimbot.
Now you can add bone positions to the list of target spots for this model.
The command to do this is:
mdl add_spot <bone number>
This is the equivalent to "avadd" with the vector based aimbot.
In the Paragraph "getting bone numbers" below you can read how to find out bone numbers.
"add_spot" can also add positons between two bones. For example to aim
between bone #19 and bone #24 you can type:
mdl add_spot 19 24 0.5
The last number (0.5 here) tells how far to move away from the first bone (19)
in the direction of the second bone (24).
To enlist all target spots for the current model (something like "avlist") type:
mdl info
To set at what target spot to aim first use:
mdl first <target-spot-number>
You get the target spot number from "mdl info". The default target spots that came
with ogc 8.0 are numbered consistently: 0=head, 1=neck, 2=body, 3=left arm ....
When you're done with tweaking, you can save all settings to a config file. Type:
mdl save mybones.cfg
To load it you would type:
exec mybones
getting bone numbers
--------------------
This is best done in "avdraw 3" mode. There it shows you what bone is currently
selected. You can select a specific bone number by typing "bone <number>". e.g.
typing "bone 19" shows you where the bone #19 is located.
I suggest you use these binds
bind mwheelup "bone up 1"
bind mwheeldown "bone down 1"
bind f1 "avdraw 3"
bind f2 "avdraw 4"
so you can switch back and forth bone joints.
Prediction Settings
===================
To see how prediction values apply it's best to enable aim vector drawing.
Type "avdraw 1" if you're using the vector aimbot, or "avdraw 4" if you're using
the bone aimbot. Prediction related commands:
pred <0/1> // enables/disables prediction
predback <integer> // how many frames to look back in history. it's best to leave this setting at 1
predahead <decimal> // how far ahead should the target be predicted. default = 0.25, higher numbers
// aim ahead of the target, negative numbers aim behind the target.
Just watch the aimvectors as you modify the "predahead" cvar.
NightNinja
21st January 2003, 22:51
Wow, very very nicely explained, Dr. Death , where do u get this stuff!! :D ;)
Dr_Death
21st January 2003, 23:10
for the bone tut, that's from ogc crew
116quake3
21st January 2003, 23:20
Yes Very Nice That Is Were I learned Even Tho It Is Inccorect About THe Numbers 27 NO NO Try Like 4 And The Blip Can We Use The Blip As In Making The Bone Or Are They Jus There
DExPlAiNeR
23rd January 2003, 00:12
Well! Doesnt that pic break it down in peaces.. ;)
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