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1 - LD and HD use the same meshes as SAW grunt in hgrunt_opfor. They were reused.
2 - The original LD model's weapons bodygroup has a blank entry. It was removed since the animation plays such as the grunt is currently holding a weapon.
3 - The original LD/HD model had superfluous hitboxes. The shared hgrunt_opfor hitboxes were used.
4 - Original LD/HD all use hitgroup 0 (HITGROUP_GENERIC). Correct hitgroups have been added for the new models.
5 - The original HD version has a gun holster texture on the right leg. The LD doesn't. For consistency, it uses the normal texture without gunholster.
6 - Separate sequences are used for HD intro_regular because the M4 bone needs to be slightly rotated to prevent clipping though torso.
7 - Sequences were renamed so they can be used across models without name conflict.
LD Op4 <-> HD Op4
Additional information
1 - LD and HD use the same meshes as SAW grunt in hgrunt_opfor. They were reused.
2 - The original LD model's weapons bodygroup has a blank entry. It was removed since the animation plays such as the grunt is currently holding a weapon.
3 - The original LD/HD model had superfluous hitboxes. The shared hgrunt_opfor hitboxes were used.
4 - Original LD/HD all use hitgroup 0 (HITGROUP_GENERIC). Correct hitgroups have been added for the new models.
5 - The original HD version has a gun holster texture on the right leg. The LD doesn't. For consistency, it uses the normal texture without gunholster.
6 - Separate sequences are used for HD intro_regular because the M4 bone needs to be slightly rotated to prevent clipping though torso.
7 - Sequences were renamed so they can be used across models without name conflict.
Map changes
See #27 in maps:
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