• How to make a giant ragdoll (Require assistance)
    48 replies, posted
Add me on Steam. I'll be able to help you better. [editline]27th January 2012[/editline] [QUOTE=lonefirewarrior;34415202]Alright, question for those who have gotten this to work. What do you do when your resized model comes out as an effect with all bodygroups present at once? [IMG]http://i.imgur.com/9XDHd.jpg[/IMG][/QUOTE] The thing is the rescaler doesn't rescale the bodygroups properly. Since that model has no face posing, you can just resize it by adding $scale "number" above the $model line in the QC. You don't need the rescaler for something simple like that. But if you want to retain face posing (to a certain size) then you can use rescaler.
Yeah I never got bodygroups to work with it. Oogaboogaman's an expert so better he tells you how it's done. Also I find it hilarious that people can disagree when I KNOW it works. I know you have no proof (yet) that it does, but it just tickles me a bit because I know I'm not lying.
Still everyone avoids it, It be much simpler as they call it to show "proof" of you actually doing it by a video so then we know if your lying or not. Saying you climbed Mount Rushmore is possible because anyone can if you try but saying you did with no proof means nothing. Most of every model has faceposing so that is the key to explaining rescaler a bit better.
Ok, oogaboogman just said to add him on steam and he would help you. Plus I know you have no proof yet, I pointed that out. I'm no good at making videos and I'm a horrible teacher, so since oogaboogaman is willing, I'd say you take him up on that. And the problem with the method is that bodygroups don't work...but faceposing does up to a point. Maybe you could post what specific problem you're running in to first.
[QUOTE=LordzBacon;34418683]Still everyone avoids it, It be much simpler as they call it to show "proof" of you actually doing it by a video so then we know if your lying or not. Saying you climbed Mount Rushmore is possible because anyone can if you try but saying you did with no proof means nothing. Most of every model has faceposing so that is the key to explaining rescaler a bit better.[/QUOTE] you didn't read what i said erlier did you? i've been searching on youtube, but there is no vidoe about rescaling ragdolls for Gmod there.
Damn, hoped it was a giant penis ragdoll for Zoey, damn
[QUOTE=oogaboogaman;34418195]Add me on Steam. I'll be able to help you better. [editline]27th January 2012[/editline] The thing is the rescaler doesn't rescale the bodygroups properly. Since that model has no face posing, you can just resize it by adding $scale "number" above the $model line in the QC. You don't need the rescaler for something simple like that. But if you want to retain face posing (to a certain size) then you can use rescaler.[/QUOTE] I tried what you said but now the model crashes GMod when I try to spawn it.
[QUOTE=Razethedragon;34419219]you didn't read what i said erlier did you? i've been searching on youtube, but there is no vidoe about rescaling ragdolls for Gmod there.[/QUOTE] Actually, he's complaining because there isn't a video demonstrating this.
[QUOTE=Drainwater;34419410]Actually, he's complaining because there isn't a video demonstrating this.[/QUOTE] if there was a video demo, i would have watched it and tried do as in the video.
[QUOTE=LordzBacon;34418683]Still everyone avoids it, It be much simpler as they call it to show "proof" of you actually doing it by a video so then we know if your lying or not. Saying you climbed Mount Rushmore is possible because anyone can if you try but saying you did with no proof means nothing. Most of every model has faceposing so that is the key to explaining rescaler a bit better.[/QUOTE] I've gotten bodygroups to work on rescaled models. Not sure if I have to prove it to you. [I]psst look at my Duke Nukem aliens release.[/I] :v: I've rescaled lotsa things. <3 giant monsters n stuff. If you need help resizing things I can help you too. [QUOTE=lonefirewarrior;34419400]I tried what you said but now the model crashes GMod when I try to spawn it.[/QUOTE] Can I see your .qc? And is this with the original untouched .qc?
This is the qc I get when I decompile the model. [QUOTE]$cd "C:\Users\Nightmare\Desktop" $modelname "Halo\UNSC\Characters\ReachSpartan.mdl" $model "Armour" "BaseArmour.smd" $model "Helmet" "MkVbHelmet_01.smd" $model "Helmet" "MkVbHelmet_02.smd" $model "Helmet" "EVAHelmet_01.smd" $model "Helmet" "EVAHelmet_02.smd" $model "Helmet" "CQBHelmet.smd" $model "Helmet" "KatHelmet_01.smd" $model "Helmet" "ODSTHelmet_01.smd" $model "Helmet" "ODSTHelmet_02.smd" $model "Helmet" "WillHelmet.smd" $model "Helmet" "MkVHelmet.smd" $model "Shoulders" "UnknownModelName.smd" $model "Shoulders" "MkVbShoulders_01.smd" $model "Shoulders" "MkVbShoulders_02.smd" $model "Shoulders" "ODSTShoulders.smd" $model "Knees" "UnknownModelName.smd" $model "Knees" "MkVbKnees_01.smd" $model "Knees" "KatKnees.smd" $model "Legs" "UnknownModelName.smd" $model "Legs" "MkVbLegs_01.smd" $model "Chest" "UnknownModelName.smd" $model "Chest" "MkVbChest_01.smd" $model "Chest" "ODSTChest_01.smd" $model "Chest" "ODSTChest_02.smd" $model "Chest" "MarinePockets_01.smd" $model "Chest" "MkVbChest_02.smd" $model "Belt" "UnknownModelName.smd" $model "Belt" "Grenades.smd" $model "Belt" "AmmoPacks.smd" $cdmaterials "Models\Halo\UNSC\Characters\Spartans\" $texturegroup skinfamilies { {"MarkVbArmor_Diff.vmt" "MarkVbArms_Diff.vmt" "MarkVbUnderArmor_Diff.vmt" "MarkVbHelmet_Diff.vmt" "MarkVbHelmet_Aug_Diff.vmt" "EVAHelmet_Diff.vmt" "EmileHelmet_Diff.vmt" "CQBHelmet_Diff.vmt" "KatHelmet_Diff.vmt" "ODSTHelmet_Diff.vmt" "WillHelmet_Diff.vmt" "MarkVHelmet_Diff.vmt" "MarkVbShoulder_Diff.vmt" "MarkVbShoulder02_Diff.vmt" "ODSTShoulder_Diff.vmt" } {"MarkVbArmor_Diff.vmt" "MarkVbArms_Diff.vmt" "MarkVbUnderArmor_Diff.vmt" "MarkVbHelmet_Blue_Diff.vmt" "MarkVbHelmet_Aug_Diff.vmt" "EVAHelmet_Blue_Diff.vmt" "EmileHelmet_Diff.vmt" "CQBHelmet_Blue_Diff.vmt" "KatHelmet_Blue_Diff.vmt" "ODSTHelmet_Blue_Diff.vmt" "WillHelmet_Blue_Diff.vmt" "MarkVHelmet_Blue_Diff.vmt" "MarkVbShoulder_Diff.vmt" "MarkVbShoulder02_Diff.vmt" "ODSTShoulder_Diff.vmt" } } $hboxset "default" $hbox 0 "Bip01 Pelvis" -3.924 -6.872 -9.213 10.813 10.295 9.213 $hbox 0 "Bip01 Spine" 0.000 -7.362 -6.614 10.877 6.898 6.607 $hbox 0 "Bip01 Spine1" -6.279 -9.804 -8.700 13.491 11.337 9.727 $hbox 0 "Bip01 Neck" 0.000 -3.140 -3.088 3.867 3.951 3.088 $hbox 0 "Bip01 Head" -2.250 -5.104 -5.160 9.186 9.889 5.167 $hbox 0 "Bip01 R Clavicle" -8.826 -4.854 -4.036 8.715 6.957 5.711 $hbox 0 "Bip01 R UpperArm" -2.420 -4.032 -5.508 13.310 5.373 2.709 $hbox 0 "Bip01 R Forearm" -0.341 -2.653 -3.329 11.362 2.746 2.461 $hbox 0 "ValveBiped.Bip01_R_Hand" -0.426 -2.040 -1.929 5.567 1.717 2.751 $hbox 0 "ValveBiped.Bip01_R_Finger0" -0.686 -1.000 -1.449 1.107 0.985 0.699 $hbox 0 "ValveBiped.Bip01_R_Finger01" -0.599 -0.546 -0.856 1.107 0.758 0.679 $hbox 0 "ValveBiped.Bip01_R_Finger1" -0.665 -0.702 -0.477 2.252 0.861 1.038 $hbox 0 "ValveBiped.Bip01_R_Finger11" -0.667 -0.636 -0.561 2.248 0.717 0.633 $hbox 0 "ValveBiped.Bip01_R_Finger2" -0.422 -0.820 -0.975 2.440 0.882 0.653 $hbox 0 "ValveBiped.Bip01_R_Finger3" -0.614 -0.680 -0.704 1.812 0.968 0.634 $hbox 0 "Bip01 L Clavicle" 0.000 -3.382 -6.564 8.874 4.776 2.929 $hbox 0 "Bip01 L UpperArm" -1.976 -4.032 -2.428 13.310 5.367 5.508 $hbox 0 "Bip01 L Forearm" -0.986 -2.654 -2.461 11.758 2.746 3.328 $hbox 0 "ValveBiped.Bip01_L_Hand" -0.375 -2.040 -2.522 5.530 1.398 1.929 $hbox 0 "ValveBiped.Bip01_L_Finger0" -1.515 -1.000 -0.789 1.590 0.985 1.789 $hbox 0 "ValveBiped.Bip01_L_Finger01" -0.979 -0.547 -0.700 1.803 0.896 0.856 $hbox 0 "ValveBiped.Bip01_L_Finger02" -0.968 -0.501 -0.669 1.436 0.796 0.464 $hbox 0 "ValveBiped.Bip01_L_Finger1" -0.276 -0.587 -0.829 2.253 0.978 0.856 $hbox 0 "ValveBiped.Bip01_L_Finger11" -0.668 -0.636 -0.629 2.248 0.717 0.955 $hbox 0 "ValveBiped.Bip01_L_Finger2" -0.617 -0.707 -0.904 2.440 1.069 0.916 $hbox 0 "ValveBiped.Bip01_L_Finger21" -0.971 -0.690 -0.958 2.279 0.700 1.006 $hbox 0 "ValveBiped.Bip01_L_Finger3" -0.614 -0.694 -0.949 1.812 1.147 0.858 $hbox 0 "ValveBiped.Bip01_L_Finger31" -0.741 -0.556 -0.967 1.721 0.759 0.410 $hbox 0 "ValveBiped.Bip01_L_Finger4" -0.650 -0.417 -0.852 1.924 1.202 0.575 $hbox 0 "ValveBiped.Bip01_L_Finger41" -0.825 -0.408 -0.974 2.053 0.957 0.541 $hbox 0 "Bip01 L Thigh" -3.872 -6.287 -6.298 19.681 6.228 3.963 $hbox 0 "Bip01 L Calf" -3.783 -6.085 -4.549 17.706 4.205 3.986 $hbox 0 "Bip01 L Foot" -2.382 -4.357 -3.371 4.649 7.000 3.275 $hbox 0 "Bip01 L Toe0" -0.244 -0.411 -3.203 4.025 3.267 3.302 $hbox 0 "Bip01 R Thigh" -3.863 -6.284 -3.962 20.444 6.218 6.298 $hbox 0 "Bip01 R Calf" -3.768 -6.114 -3.983 17.706 3.986 4.459 $hbox 0 "Bip01 R Foot" -2.374 -4.356 -3.270 4.657 7.001 3.376 $hbox 0 "Bip01 R Toe0" -0.243 -0.420 -3.297 4.026 3.259 3.208 $attachment "eyes" "Bip01 Head" 5.17 -1.45 0.00 rotate -0.00 80.10 -90.00 $attachment "mouth" "Bip01 Head" 0.82 -5.92 -0.15 rotate 0.00 -80.00 -90.00 $attachment "chest" "Bip01 Spine1" 5.10 4.08 0.00 rotate -0.00 90.00 90.00 $attachment "anim_attachment_head" "Bip01 Head" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition -0.000 -0.637 35.954 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00[/QUOTE]
one thing you need for the rescaler is Source SDK
[QUOTE=lonefirewarrior;34429128]This is the qc I get when I decompile the model.[/QUOTE] So you have tried adding $scale "blah" above the first $model, below $modelname like this? [code] $cd "C:\Users\Nightmare\Desktop" $modelname "Halo\UNSC\Characters\ReachSpartan.mdl" [B]$scale "10"[/B] $model "Armour" "BaseArmour.smd" [/code] Did you use something like GUIStudioMDL to compile? Since we're scaling it a different way, Rescaler might break something because we're doing it manually in a way.
Yeah I added the $scale line exactly as you had it. I'm also using Cannonfodder's Studio Compiler. Should I be using GUIStudioMDL?
Hmm. Your qc seems to be missing the physmodel. Maybe it errored on something while decompiling. Here is the qc I got when decompiling: [code] $cd "blah" $modelname "haloblah.mdl" [highlight][B]$scale "10"[/B][/highlight] $model "Armour" "BaseArmour.smd" $model "Helmet" "MkVbHelmet_01.smd" $model "Helmet" "MkVbHelmet_02.smd" $model "Helmet" "EVAHelmet_01.smd" $model "Helmet" "EVAHelmet_02.smd" $model "Helmet" "CQBHelmet.smd" $model "Helmet" "KatHelmet_01.smd" $model "Helmet" "ODSTHelmet_01.smd" $model "Helmet" "ODSTHelmet_02.smd" $model "Helmet" "WillHelmet.smd" $model "Helmet" "MkVHelmet.smd" $model "Shoulders" "UnknownModelName.smd" $model "Shoulders" "MkVbShoulders_01.smd" $model "Shoulders" "MkVbShoulders_02.smd" $model "Shoulders" "ODSTShoulders.smd" $model "Knees" "UnknownModelName.smd" $model "Knees" "MkVbKnees_01.smd" $model "Knees" "KatKnees.smd" $model "Legs" "UnknownModelName.smd" $model "Legs" "MkVbLegs_01.smd" $model "Chest" "UnknownModelName.smd" $model "Chest" "MkVbChest_01.smd" $model "Chest" "ODSTChest_01.smd" $model "Chest" "ODSTChest_02.smd" $model "Chest" "MarinePockets_01.smd" $model "Chest" "MkVbChest_02.smd" $model "Belt" "UnknownModelName.smd" $model "Belt" "Grenades.smd" $model "Belt" "AmmoPacks.smd" $cdmaterials "Models\Halo\UNSC\Characters\Spartans\" $texturegroup skinfamilies { {"MarkVbArmor_Diff.vmt" "MarkVbArms_Diff.vmt" "MarkVbUnderArmor_Diff.vmt" "MarkVbHelmet_Diff.vmt" "MarkVbHelmet_Aug_Diff.vmt" "EVAHelmet_Diff.vmt" "EmileHelmet_Diff.vmt" "CQBHelmet_Diff.vmt" "KatHelmet_Diff.vmt" "ODSTHelmet_Diff.vmt" "WillHelmet_Diff.vmt" "MarkVHelmet_Diff.vmt" "MarkVbShoulder_Diff.vmt" "MarkVbShoulder02_Diff.vmt" "ODSTShoulder_Diff.vmt" } {"MarkVbArmor_Diff.vmt" "MarkVbArms_Diff.vmt" "MarkVbUnderArmor_Diff.vmt" "MarkVbHelmet_Blue_Diff.vmt" "MarkVbHelmet_Aug_Diff.vmt" "EVAHelmet_Blue_Diff.vmt" "EmileHelmet_Diff.vmt" "CQBHelmet_Blue_Diff.vmt" "KatHelmet_Blue_Diff.vmt" "ODSTHelmet_Blue_Diff.vmt" "WillHelmet_Blue_Diff.vmt" "MarkVHelmet_Blue_Diff.vmt" "MarkVbShoulder_Diff.vmt" "MarkVbShoulder02_Diff.vmt" "ODSTShoulder_Diff.vmt" } } $hboxset "default" $hbox 0 "Bip01 Pelvis" -3.924 -6.872 -9.213 10.813 10.295 9.213 $hbox 0 "Bip01 Spine" 0.000 -7.362 -6.614 10.877 6.898 6.607 $hbox 0 "Bip01 Spine1" -6.279 -9.804 -8.700 13.491 11.337 9.727 $hbox 0 "Bip01 Neck" 0.000 -3.140 -3.088 3.867 3.951 3.088 $hbox 0 "Bip01 Head" -2.250 -5.104 -5.160 9.186 9.889 5.167 $hbox 0 "Bip01 R Clavicle" -8.826 -4.854 -4.036 8.715 6.957 5.711 $hbox 0 "Bip01 R UpperArm" -2.420 -4.032 -5.508 13.310 5.373 2.709 $hbox 0 "Bip01 R Forearm" -0.341 -2.653 -3.329 11.362 2.746 2.461 $hbox 0 "ValveBiped.Bip01_R_Hand" -0.426 -2.040 -1.929 5.567 1.717 2.751 $hbox 0 "ValveBiped.Bip01_R_Finger0" -0.686 -1.000 -1.449 1.107 0.985 0.699 $hbox 0 "ValveBiped.Bip01_R_Finger01" -0.599 -0.546 -0.856 1.107 0.758 0.679 $hbox 0 "ValveBiped.Bip01_R_Finger1" -0.665 -0.702 -0.477 2.252 0.861 1.038 $hbox 0 "ValveBiped.Bip01_R_Finger11" -0.667 -0.636 -0.561 2.248 0.717 0.633 $hbox 0 "ValveBiped.Bip01_R_Finger2" -0.422 -0.820 -0.975 2.440 0.882 0.653 $hbox 0 "ValveBiped.Bip01_R_Finger3" -0.614 -0.680 -0.704 1.812 0.968 0.634 $hbox 0 "Bip01 L Clavicle" 0.000 -3.382 -6.564 8.874 4.776 2.929 $hbox 0 "Bip01 L UpperArm" -1.976 -4.032 -2.428 13.310 5.367 5.508 $hbox 0 "Bip01 L Forearm" -0.986 -2.654 -2.461 11.758 2.746 3.328 $hbox 0 "ValveBiped.Bip01_L_Hand" -0.375 -2.040 -2.522 5.530 1.398 1.929 $hbox 0 "ValveBiped.Bip01_L_Finger0" -1.515 -1.000 -0.789 1.590 0.985 1.789 $hbox 0 "ValveBiped.Bip01_L_Finger01" -0.979 -0.547 -0.700 1.803 0.896 0.856 $hbox 0 "ValveBiped.Bip01_L_Finger02" -0.968 -0.501 -0.669 1.436 0.796 0.464 $hbox 0 "ValveBiped.Bip01_L_Finger1" -0.276 -0.587 -0.829 2.253 0.978 0.856 $hbox 0 "ValveBiped.Bip01_L_Finger11" -0.668 -0.636 -0.629 2.248 0.717 0.955 $hbox 0 "ValveBiped.Bip01_L_Finger2" -0.617 -0.707 -0.904 2.440 1.069 0.916 $hbox 0 "ValveBiped.Bip01_L_Finger21" -0.971 -0.690 -0.958 2.279 0.700 1.006 $hbox 0 "ValveBiped.Bip01_L_Finger3" -0.614 -0.694 -0.949 1.812 1.147 0.858 $hbox 0 "ValveBiped.Bip01_L_Finger31" -0.741 -0.556 -0.967 1.721 0.759 0.410 $hbox 0 "ValveBiped.Bip01_L_Finger4" -0.650 -0.417 -0.852 1.924 1.202 0.575 $hbox 0 "ValveBiped.Bip01_L_Finger41" -0.825 -0.408 -0.974 2.053 0.957 0.541 $hbox 0 "Bip01 L Thigh" -3.872 -6.287 -6.298 19.681 6.228 3.963 $hbox 0 "Bip01 L Calf" -3.783 -6.085 -4.549 17.706 4.205 3.986 $hbox 0 "Bip01 L Foot" -2.382 -4.357 -3.371 4.649 7.000 3.275 $hbox 0 "Bip01 L Toe0" -0.244 -0.411 -3.203 4.025 3.267 3.302 $hbox 0 "Bip01 R Thigh" -3.863 -6.284 -3.962 20.444 6.218 6.298 $hbox 0 "Bip01 R Calf" -3.768 -6.114 -3.983 17.706 3.986 4.459 $hbox 0 "Bip01 R Foot" -2.374 -4.356 -3.270 4.657 7.001 3.376 $hbox 0 "Bip01 R Toe0" -0.243 -0.420 -3.297 4.026 3.259 3.208 // Model uses material "MarkVbArmor_Diff.vmt" // Model uses material "MarkVbArms_Diff.vmt" // Model uses material "MarkVbUnderArmor_Diff.vmt" // Model uses material "MarkVbHelmet_Diff.vmt" // Model uses material "MarkVbHelmet_Aug_Diff.vmt" // Model uses material "EVAHelmet_Diff.vmt" // Model uses material "EmileHelmet_Diff.vmt" // Model uses material "CQBHelmet_Diff.vmt" // Model uses material "KatHelmet_Diff.vmt" // Model uses material "ODSTHelmet_Diff.vmt" // Model uses material "WillHelmet_Diff.vmt" // Model uses material "MarkVHelmet_Diff.vmt" // Model uses material "MarkVbShoulder_Diff.vmt" // Model uses material "MarkVbShoulder02_Diff.vmt" // Model uses material "ODSTShoulder_Diff.vmt" // Model uses material "KatKnee_Diff.vmt" // Model uses material "MarkVbLeg_Diff.vmt" // Model uses material "MarkVbChest_Diff.vmt" // Model uses material "ODSTChest_Diff.vmt" // Model uses material "MarinePacks_Diff.vmt" // Model uses material "MarkVbGrenades_Diff.vmt" // Model uses material "MarkVbAmmoPack_Diff.vmt" // Model uses material "CQBHelmet_Blue_Diff.vmt" // Model uses material "EVAHelmet_Blue_Diff.vmt" // Model uses material "KatHelmet_Blue_Diff.vmt" // Model uses material "MarkVbHelmet_Blue_Diff.vmt" // Model uses material "ODSTHelmet_Blue_Diff.vmt" // Model uses material "WillHelmet_Blue_Diff.vmt" // Model uses material "MarkVHelmet_Blue_Diff.vmt" $attachment "eyes" "Bip01 Head" 5.17 -1.45 0.00 rotate -0.00 80.10 -90.00 $attachment "mouth" "Bip01 Head" 0.82 -5.92 -0.15 rotate 0.00 -80.00 -90.00 $attachment "chest" "Bip01 Spine1" 5.10 4.08 0.00 rotate -0.00 90.00 90.00 $attachment "anim_attachment_head" "Bip01 Head" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition -0.000 -0.637 35.954 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $collisionjoints "phymodel.smd" { [highlight][B] $mass 10000.0[/B][/highlight] $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "bip01 pelvis" $jointconstrain "bip01 r thigh" x limit -35.00 55.00 0.00 $jointconstrain "bip01 r thigh" y limit -23.00 79.00 0.00 $jointconstrain "bip01 r thigh" z limit -142.00 93.00 0.00 $jointconstrain "bip01 r calf" x limit -17.00 30.00 0.00 $jointconstrain "bip01 r calf" y limit -12.00 11.00 0.00 $jointconstrain "bip01 r calf" z limit -145.00 1.00 0.00 $jointconstrain "bip01 l thigh" x limit -60.00 35.00 0.00 $jointconstrain "bip01 l thigh" y limit -82.00 21.00 0.00 $jointconstrain "bip01 l thigh" z limit -138.00 84.00 0.00 $jointconstrain "bip01 l calf" x limit -22.00 12.00 0.00 $jointconstrain "bip01 l calf" y limit -13.00 13.00 0.00 $jointconstrain "bip01 l calf" z limit -145.00 0.00 0.00 $jointconstrain "bip01 l foot" x limit -12.00 19.00 0.00 $jointconstrain "bip01 l foot" y limit -15.00 15.00 0.00 $jointconstrain "bip01 l foot" z limit -39.00 44.00 0.00 $jointconstrain "bip01 spine1" x limit -28.00 26.00 0.00 $jointconstrain "bip01 spine1" y limit -28.00 23.00 0.00 $jointconstrain "bip01 spine1" z limit -35.00 61.00 0.00 $jointconstrain "bip01 l clavicle" x limit -6.00 6.00 0.00 $jointconstrain "bip01 l clavicle" y limit -19.00 17.00 0.00 $jointconstrain "bip01 l clavicle" z limit -9.00 9.00 0.00 $jointconstrain "bip01 l upperarm" x limit -50.00 50.00 0.00 $jointconstrain "bip01 l upperarm" y limit -122.00 50.00 0.00 $jointconstrain "bip01 l upperarm" z limit -117.00 102.00 0.00 $jointconstrain "bip01 l forearm" x limit -19.00 44.00 0.00 $jointconstrain "bip01 l forearm" y limit -6.00 6.00 0.00 $jointconstrain "bip01 l forearm" z limit -142.00 8.00 0.00 $jointconstrain "bip01 r clavicle" x limit -8.00 5.00 0.00 $jointconstrain "bip01 r clavicle" y limit -12.00 10.00 0.00 $jointconstrain "bip01 r clavicle" z limit -12.00 12.00 0.00 $jointconstrain "bip01 r upperarm" x limit -44.00 57.00 0.00 $jointconstrain "bip01 r upperarm" y limit -50.00 122.00 0.00 $jointconstrain "bip01 r upperarm" z limit -131.00 91.00 0.00 $jointconstrain "bip01 r forearm" x limit -21.00 19.00 0.00 $jointconstrain "bip01 r forearm" y limit -9.00 6.00 0.00 $jointconstrain "bip01 r forearm" z limit -140.00 5.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -100.00 102.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -37.00 95.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 100.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -79.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -57.00 66.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00 $jointconstrain "bip01 head" x limit -66.00 66.00 0.00 $jointconstrain "bip01 head" y limit -39.00 39.00 0.00 $jointconstrain "bip01 head" z limit -75.00 68.00 0.00 $jointconstrain "bip01 r foot" x limit -23.00 17.00 0.00 $jointconstrain "bip01 r foot" y limit -21.00 30.00 0.00 $jointconstrain "bip01 r foot" z limit -23.00 59.00 0.00 } [/code] I've added the $scale and increased the mass. Increasing the mass makes the larger ragdoll pose and move easier. Here is the result: [img]http://dl.dropbox.com/u/16145629/spartansize.jpg[/img] However, bodygroups seemed to break upon decompiling. Let me see if I can fix. Ok, here's what I changed: [code] $cd "D:\Documents\3dsMax\meshes\Scaler\Models\ReachSpartan\" $modelname "haloblah.mdl" $scale "10" [highlight][b]$model "Armour" "BaseArmour.smd" $bodygroup Helmet { studio "MkVbHelmet_01.smd" studio "MkVbHelmet_02.smd" studio "EVAHelmet_01.smd" studio "EVAHelmet_02.smd" studio "CQBHelmet.smd" studio "KatHelmet_01.smd" studio "ODSTHelmet_02.smd" studio "WillHelmet.smd" studio "MkVHelmet.smd" } $bodygroup Shoulders { studio "UnknownModelName.smd" studio "MkVbShoulders_01.smd" studio "MkVbShoulders_02.smd" studio "ODSTShoulders.smd" } $bodygroup Knees { studio "UnknownModelName.smd" studio "MkVbKnees_01.smd" studio "KatKnees.smd" } $bodygroup Legs { studio "UnknownModelName.smd" studio "MkVbLegs_01.smd" } $bodygroup Chest { studio "UnknownModelName.smd" studio "MkVbChest_01.smd" studio "ODSTChest_01.smd" studio "ODSTChest_02.smd" studio "MarinePockets_01.smd" studio "MkVbChest_02.smd" } $bodygroup Belt { studio "UnknownModelName.smd" studio "Grenades.smd" studio "AmmoPacks.smd" } [/highlight][/b] $cdmaterials "Models\Halo\UNSC\Characters\Spartans\" $texturegroup skinfamilies { {"MarkVbArmor_Diff.vmt" "MarkVbArms_Diff.vmt" "MarkVbUnderArmor_Diff.vmt" "MarkVbHelmet_Diff.vmt" "MarkVbHelmet_Aug_Diff.vmt" "EVAHelmet_Diff.vmt" "EmileHelmet_Diff.vmt" "CQBHelmet_Diff.vmt" "KatHelmet_Diff.vmt" "ODSTHelmet_Diff.vmt" "WillHelmet_Diff.vmt" "MarkVHelmet_Diff.vmt" "MarkVbShoulder_Diff.vmt" "MarkVbShoulder02_Diff.vmt" "ODSTShoulder_Diff.vmt" } {"MarkVbArmor_Diff.vmt" "MarkVbArms_Diff.vmt" "MarkVbUnderArmor_Diff.vmt" "MarkVbHelmet_Blue_Diff.vmt" "MarkVbHelmet_Aug_Diff.vmt" "EVAHelmet_Blue_Diff.vmt" "EmileHelmet_Diff.vmt" "CQBHelmet_Blue_Diff.vmt" "KatHelmet_Blue_Diff.vmt" "ODSTHelmet_Blue_Diff.vmt" "WillHelmet_Blue_Diff.vmt" "MarkVHelmet_Blue_Diff.vmt" "MarkVbShoulder_Diff.vmt" "MarkVbShoulder02_Diff.vmt" "ODSTShoulder_Diff.vmt" } } $hboxset "default" $hbox 0 "Bip01 Pelvis" -3.924 -6.872 -9.213 10.813 10.295 9.213 $hbox 0 "Bip01 Spine" 0.000 -7.362 -6.614 10.877 6.898 6.607 $hbox 0 "Bip01 Spine1" -6.279 -9.804 -8.700 13.491 11.337 9.727 $hbox 0 "Bip01 Neck" 0.000 -3.140 -3.088 3.867 3.951 3.088 $hbox 0 "Bip01 Head" -2.250 -5.104 -5.160 9.186 9.889 5.167 $hbox 0 "Bip01 R Clavicle" -8.826 -4.854 -4.036 8.715 6.957 5.711 $hbox 0 "Bip01 R UpperArm" -2.420 -4.032 -5.508 13.310 5.373 2.709 $hbox 0 "Bip01 R Forearm" -0.341 -2.653 -3.329 11.362 2.746 2.461 $hbox 0 "ValveBiped.Bip01_R_Hand" -0.426 -2.040 -1.929 5.567 1.717 2.751 $hbox 0 "ValveBiped.Bip01_R_Finger0" -0.686 -1.000 -1.449 1.107 0.985 0.699 $hbox 0 "ValveBiped.Bip01_R_Finger01" -0.599 -0.546 -0.856 1.107 0.758 0.679 $hbox 0 "ValveBiped.Bip01_R_Finger1" -0.665 -0.702 -0.477 2.252 0.861 1.038 $hbox 0 "ValveBiped.Bip01_R_Finger11" -0.667 -0.636 -0.561 2.248 0.717 0.633 $hbox 0 "ValveBiped.Bip01_R_Finger2" -0.422 -0.820 -0.975 2.440 0.882 0.653 $hbox 0 "ValveBiped.Bip01_R_Finger3" -0.614 -0.680 -0.704 1.812 0.968 0.634 $hbox 0 "Bip01 L Clavicle" 0.000 -3.382 -6.564 8.874 4.776 2.929 $hbox 0 "Bip01 L UpperArm" -1.976 -4.032 -2.428 13.310 5.367 5.508 $hbox 0 "Bip01 L Forearm" -0.986 -2.654 -2.461 11.758 2.746 3.328 $hbox 0 "ValveBiped.Bip01_L_Hand" -0.375 -2.040 -2.522 5.530 1.398 1.929 $hbox 0 "ValveBiped.Bip01_L_Finger0" -1.515 -1.000 -0.789 1.590 0.985 1.789 $hbox 0 "ValveBiped.Bip01_L_Finger01" -0.979 -0.547 -0.700 1.803 0.896 0.856 $hbox 0 "ValveBiped.Bip01_L_Finger02" -0.968 -0.501 -0.669 1.436 0.796 0.464 $hbox 0 "ValveBiped.Bip01_L_Finger1" -0.276 -0.587 -0.829 2.253 0.978 0.856 $hbox 0 "ValveBiped.Bip01_L_Finger11" -0.668 -0.636 -0.629 2.248 0.717 0.955 $hbox 0 "ValveBiped.Bip01_L_Finger2" -0.617 -0.707 -0.904 2.440 1.069 0.916 $hbox 0 "ValveBiped.Bip01_L_Finger21" -0.971 -0.690 -0.958 2.279 0.700 1.006 $hbox 0 "ValveBiped.Bip01_L_Finger3" -0.614 -0.694 -0.949 1.812 1.147 0.858 $hbox 0 "ValveBiped.Bip01_L_Finger31" -0.741 -0.556 -0.967 1.721 0.759 0.410 $hbox 0 "ValveBiped.Bip01_L_Finger4" -0.650 -0.417 -0.852 1.924 1.202 0.575 $hbox 0 "ValveBiped.Bip01_L_Finger41" -0.825 -0.408 -0.974 2.053 0.957 0.541 $hbox 0 "Bip01 L Thigh" -3.872 -6.287 -6.298 19.681 6.228 3.963 $hbox 0 "Bip01 L Calf" -3.783 -6.085 -4.549 17.706 4.205 3.986 $hbox 0 "Bip01 L Foot" -2.382 -4.357 -3.371 4.649 7.000 3.275 $hbox 0 "Bip01 L Toe0" -0.244 -0.411 -3.203 4.025 3.267 3.302 $hbox 0 "Bip01 R Thigh" -3.863 -6.284 -3.962 20.444 6.218 6.298 $hbox 0 "Bip01 R Calf" -3.768 -6.114 -3.983 17.706 3.986 4.459 $hbox 0 "Bip01 R Foot" -2.374 -4.356 -3.270 4.657 7.001 3.376 $hbox 0 "Bip01 R Toe0" -0.243 -0.420 -3.297 4.026 3.259 3.208 // Model uses material "MarkVbArmor_Diff.vmt" // Model uses material "MarkVbArms_Diff.vmt" // Model uses material "MarkVbUnderArmor_Diff.vmt" // Model uses material "MarkVbHelmet_Diff.vmt" // Model uses material "MarkVbHelmet_Aug_Diff.vmt" // Model uses material "EVAHelmet_Diff.vmt" // Model uses material "EmileHelmet_Diff.vmt" // Model uses material "CQBHelmet_Diff.vmt" // Model uses material "KatHelmet_Diff.vmt" // Model uses material "ODSTHelmet_Diff.vmt" // Model uses material "WillHelmet_Diff.vmt" // Model uses material "MarkVHelmet_Diff.vmt" // Model uses material "MarkVbShoulder_Diff.vmt" // Model uses material "MarkVbShoulder02_Diff.vmt" // Model uses material "ODSTShoulder_Diff.vmt" // Model uses material "KatKnee_Diff.vmt" // Model uses material "MarkVbLeg_Diff.vmt" // Model uses material "MarkVbChest_Diff.vmt" // Model uses material "ODSTChest_Diff.vmt" // Model uses material "MarinePacks_Diff.vmt" // Model uses material "MarkVbGrenades_Diff.vmt" // Model uses material "MarkVbAmmoPack_Diff.vmt" // Model uses material "CQBHelmet_Blue_Diff.vmt" // Model uses material "EVAHelmet_Blue_Diff.vmt" // Model uses material "KatHelmet_Blue_Diff.vmt" // Model uses material "MarkVbHelmet_Blue_Diff.vmt" // Model uses material "ODSTHelmet_Blue_Diff.vmt" // Model uses material "WillHelmet_Blue_Diff.vmt" // Model uses material "MarkVHelmet_Blue_Diff.vmt" $attachment "eyes" "Bip01 Head" 5.17 -1.45 0.00 rotate -0.00 80.10 -90.00 $attachment "mouth" "Bip01 Head" 0.82 -5.92 -0.15 rotate 0.00 -80.00 -90.00 $attachment "chest" "Bip01 Spine1" 5.10 4.08 0.00 rotate -0.00 90.00 90.00 $attachment "anim_attachment_head" "Bip01 Head" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition -0.000 -0.637 35.954 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $collisionjoints "phymodel.smd" { $mass 10000.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "bip01 pelvis" $jointconstrain "bip01 r thigh" x limit -35.00 55.00 0.00 $jointconstrain "bip01 r thigh" y limit -23.00 79.00 0.00 $jointconstrain "bip01 r thigh" z limit -142.00 93.00 0.00 $jointconstrain "bip01 r calf" x limit -17.00 30.00 0.00 $jointconstrain "bip01 r calf" y limit -12.00 11.00 0.00 $jointconstrain "bip01 r calf" z limit -145.00 1.00 0.00 $jointconstrain "bip01 l thigh" x limit -60.00 35.00 0.00 $jointconstrain "bip01 l thigh" y limit -82.00 21.00 0.00 $jointconstrain "bip01 l thigh" z limit -138.00 84.00 0.00 $jointconstrain "bip01 l calf" x limit -22.00 12.00 0.00 $jointconstrain "bip01 l calf" y limit -13.00 13.00 0.00 $jointconstrain "bip01 l calf" z limit -145.00 0.00 0.00 $jointconstrain "bip01 l foot" x limit -12.00 19.00 0.00 $jointconstrain "bip01 l foot" y limit -15.00 15.00 0.00 $jointconstrain "bip01 l foot" z limit -39.00 44.00 0.00 $jointconstrain "bip01 spine1" x limit -28.00 26.00 0.00 $jointconstrain "bip01 spine1" y limit -28.00 23.00 0.00 $jointconstrain "bip01 spine1" z limit -35.00 61.00 0.00 $jointconstrain "bip01 l clavicle" x limit -6.00 6.00 0.00 $jointconstrain "bip01 l clavicle" y limit -19.00 17.00 0.00 $jointconstrain "bip01 l clavicle" z limit -9.00 9.00 0.00 $jointconstrain "bip01 l upperarm" x limit -50.00 50.00 0.00 $jointconstrain "bip01 l upperarm" y limit -122.00 50.00 0.00 $jointconstrain "bip01 l upperarm" z limit -117.00 102.00 0.00 $jointconstrain "bip01 l forearm" x limit -19.00 44.00 0.00 $jointconstrain "bip01 l forearm" y limit -6.00 6.00 0.00 $jointconstrain "bip01 l forearm" z limit -142.00 8.00 0.00 $jointconstrain "bip01 r clavicle" x limit -8.00 5.00 0.00 $jointconstrain "bip01 r clavicle" y limit -12.00 10.00 0.00 $jointconstrain "bip01 r clavicle" z limit -12.00 12.00 0.00 $jointconstrain "bip01 r upperarm" x limit -44.00 57.00 0.00 $jointconstrain "bip01 r upperarm" y limit -50.00 122.00 0.00 $jointconstrain "bip01 r upperarm" z limit -131.00 91.00 0.00 $jointconstrain "bip01 r forearm" x limit -21.00 19.00 0.00 $jointconstrain "bip01 r forearm" y limit -9.00 6.00 0.00 $jointconstrain "bip01 r forearm" z limit -140.00 5.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -100.00 102.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -37.00 95.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 100.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -79.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -57.00 66.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00 $jointconstrain "bip01 head" x limit -66.00 66.00 0.00 $jointconstrain "bip01 head" y limit -39.00 39.00 0.00 $jointconstrain "bip01 head" z limit -75.00 68.00 0.00 $jointconstrain "bip01 r foot" x limit -23.00 17.00 0.00 $jointconstrain "bip01 r foot" y limit -21.00 30.00 0.00 $jointconstrain "bip01 r foot" z limit -23.00 59.00 0.00 } [/code] Bodygroups seem to work. :D They were just moved around to the wrong places by the decompiler. [img]http://dl.dropbox.com/u/16145629/spartansize2.jpg[/img] You can either use the second qc above or this zip here. Just remember to change $cd to the location of the .qc. And change model name and size and mass of course. [url]http://dl.dropbox.com/u/16145629/ReachSpartan.zip[/url]
You are too awesome. I also noticed a few other models I tried to decompile also didn't include their physmodels. Is it because of the specific decompiler I'm using or just bad luck? [editline]28th January 2012[/editline] Sorry to keep bugging you like this but there's a new problem. Default head is black for me and there is no bodygroup for the female body. I tried to fix the thing with the head myself but the only difference I've made is making the entire head invisible. [IMG]http://i.imgur.com/mr8Bk.jpg[/IMG]
Oops. I use a patched decompiler which ignores idst0 errors and stuff. [url]http://www.hl2.boo.pl/applications/MdlDecompilerFixed/MDL%20Decompiler%20Fixed.rar[/url] This should fix the helmet. Not sure what's up with the helmet and the vtf. They weren't working well together. It was some sort of type of vtf issue. [url]http://dl.dropbox.com/u/16145629/Spartanfix.rar[/url] I cannot seem to find any other body other than the male. If it exists, I can assume that the decompiler is ignoring it.
29 day old Topic...still no video. Never get any help these days. Oh well Oh to a new Thread. Peace
I can help you if you let me. :v:
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