If you are using the OB engine, the way I would do it would be with a particle system. All you would need to do is attach the system at origin. If you want to attach it at an attachment point I believe you can do that by defining the point in the model's QC file with the line:
$attachment <http://developer.valvesoftware.com/wiki/%24attachment> (name) (bone name) (X) (Y) (Z) ["absolute"] ["rigid"] ["rotate" pitch yaw roll] On Sat, Apr 4, 2009 at 9:52 AM, Yorg Kuijs <[email protected]> wrote: > Hey list, > > I have some pickups that float around and stuff, they're hard to see and > could do with some fancy effects, however it seems the effect won't move > along with the model and for that I assume it needs an attachement to > link it too? > The problem is apperently information about attachements is very scarce > and I have heard many modders/modellers complaining about it, so it > seems I can't rely on my modeller to find it out, so I'm asking here, > did any of you have this problem and if so how'd you fix it? > > I know for one that even newly created models that are based on > grenades, seem to automatically have a fuse attachement that's used for > the trail/glow effect, so attachements are added to some stuff > automatically but apperently the modeller has no control over it and > since the pickups don't have a standard attachement to them I have > nothing to attach the effect to... > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

