• Player Model Glitch (Compiling with StudioCompiler)
    11 replies, posted
Ok, so what my problem is, is i am trying to add a player model, in tis case, robocop, and for some reason, when i add it to my pointshop, it shows the model with its knees slightly bent, and when you buy it and equip it, it does the thing where it doesnt want to move, with it's arms apart and no motion... So what i did, was i decompiled the mdl file, then i edited it a little with: [CODE]$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"[/CODE] and [CODE]$animatedfriction 1.000 400.000 0.500 0.000 0.300[/CODE] to the.qc thing that it generated and now i want to recompile it... When i try to recompile it, what i do is I set the reference SMD as my .smd, then i set the collision SMD/QCI as my mdldecompiler.qc, and i set the model type as Character. What i don't know what to do is what to set the Compiled Model File as, or how to configure it with the Steam Game Directory and the SDK Tools Directory 1) did i do the right thing to fix it 2) how do i recompile it 3) I'm lost...
Posting in the right section would be a great way to start fixing these problems. I use GuiStudioMDL. I set the tools path to be the SourceSDK 2013 folder, but i remember that i had to mess around with a few files before i could compile. Try this and post the error that you get (if any) (i never used crowbar for Compiling, but i guess you can give it a shot, i dont believe it needs to be configured)
1) I dont have an sdk tools directory, or path, or anything, i have css installed (Not sure if that means anything) and so i dont know where to put that to make it work... 2)This is my Gmod server having issues in the pointshop, i see a few categorys this this would classify in... (I havnt ever done anything like these player models)
[url]https://developer.valvesoftware.com/wiki/SDK_Installation#Installation_of_source_code_and_launcher[/url] [editline]2nd April 2014[/editline] [url]https://developer.valvesoftware.com/wiki/SDK_Installation#Installation_of_source_code_and_launcher[/url] A link for the actual model would be nice.
oh, sorry: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=167511652&searchtext=robocop[/url]
[QUOTE=Bazoogle;44433448]oh, sorry: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=167511652&searchtext=robocop[/url][/QUOTE] From what i can see, that is a ragdoll and not a playermodel, meaning that the animations aren't rigged to work as one. I'll look into it and post results tomorrow.
Well, that explains a lot... Perhaps with a bit more research i can get somewhere, i really appreciate your help! I kinda figured it was, but i was exactly sure, thanks!
Recompile the model with [code]$includemodel "m_anm.mdl"[/code] in the .qc. If it already is on the Valve biped, that should make it into a player model.
well, that's a art of my problem... I am not exactly sure how to recompile it... Problems im running into when using cannonfodder's StudioCompiler: -studiomdl.exe not found please set correct path using configure button -(Configure button) Steam Game Directory & SDK Tools Directory (What do i set those as?) and, that's really it, those 2, perhaps considered 3, problems... Anyone experienced perhaps could shine a light?
You're in the [I]wronnng[/I] place. Here is where you need to be: [url]http://facepunch.com/forumdisplay.php?f=40[/url]
[QUOTE=Bazoogle;44440633]well, that's a art of my problem... I am not exactly sure how to recompile it... Problems im running into when using cannonfodder's StudioCompiler: -studiomdl.exe not found please set correct path using configure button -(Configure button) Steam Game Directory & SDK Tools Directory (What do i set those as?) and, that's really it, those 2, perhaps considered 3, problems... Anyone experienced perhaps could shine a light?[/QUOTE] Ignore those errors. Just add a new gameinfo.txt. Use EP1's.
Sorry walrus, i didnt know what problem i was having, so i put it here, and now i dont know how to move it .-. -snip- Well i made progress. I found crowbar, and now i can recompile the things. So here is what i have done: [CODE]// Created by Crowbar 0.19.0.0 $modelname "robocop_chrome/slow.mdl" $bodygroup "S-LoW" { studio "slow_reference.smd" } $includemodel "m_anm.mdl" -- where i added the code $poseparameter "move_yaw" -180 180 0 $poseparameter "body_pitch" -90 90 0 $poseparameter "body_yaw" -90 90 0 $cdmaterials "models\player\slow\robocop_chrome\" $attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0 $attachment "grenade0" "ValveBiped.Bip01_Pelvis" 7.45 4.24 -3.33 rotate -13.05 173.19 92.4 $attachment "grenade1" "ValveBiped.Bip01_Pelvis" 2.13 4.48 -6.15 rotate -81.11 178.93 91.12 $attachment "grenade2" "ValveBiped.Bip01_Pelvis" -7.5 3.33 2.16 rotate 22.39 2.47 -86.84 $attachment "grenade3" "ValveBiped.Bip01_Pelvis" -7.89 4.44 -4.03 rotate -33.13 -2.7 -87.6 $attachment "pistol" "ValveBiped.Bip01_R_Thigh" -0.93 3.33 -5.94 rotate 0.94 -1.57 80.1 $attachment "primary" "ValveBiped.Bip01_Spine2" 13.03 -3.98 -7.48 rotate -17.39 177.19 -4.18 $attachment "eholster" "ValveBiped.Bip01_L_Thigh" 5.15 -0.56 5.2 rotate 3.68 -91.56 99.67 $attachment "c4" "ValveBiped.Bip01_Spine2" 13.67 -7.55 0.95 rotate -29.12 65.25 22.32 $attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0 5.2 0 rotate 0 0 0 $attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0 5.2 0 rotate 0 0 0 $attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0 $surfaceprop "metal" $contents "solid" $eyeposition 0 0 90 $hboxset "cstrike" $hbox 3 "ValveBiped.Bip01_Pelvis" -8.299 -7.727 -5.429 8.299 2.007 6.583 $hbox 6 "ValveBiped.Bip01_L_Thigh" 4.576 -5.377 -3.432 22.879999 3.775 4.576 $hbox 6 "ValveBiped.Bip01_L_Calf" -0.291 -4.295 -3.432 20.882999 3.151 3.432 $hbox 6 "ValveBiped.Bip01_L_Foot" -2.288 -1.144 -2.579 5.72 4.576 2.007 $hbox 6 "ValveBiped.Bip01_L_Toe0" -2.86 -2.808 -2.86 4.004 1.196 1.716 $hbox 7 "ValveBiped.Bip01_R_Thigh" 4.576 -5.377 -3.432 22.879999 3.775 4.576 $hbox 7 "ValveBiped.Bip01_R_Calf" -0.291 -4.295 -3.432 20.882999 3.151 3.432 $hbox 7 "ValveBiped.Bip01_R_Foot" -2.288 -1.144 -2.007 5.72 4.576 2.579 $hbox 7 "ValveBiped.Bip01_R_Toe0" -2.86 -2.808 -1.716 4.004 1.196 2.86 $hbox 3 "ValveBiped.Bip01_Spine1" -9.152 -1.258 -8.008 4.576 11.326 8.008 $hbox 2 "ValveBiped.Bip01_Spine2" -3.068 -3.432 -9.693 13.572 10.317 9.693 $hbox 1 "ValveBiped.Bip01_Neck1" -0.104 -4.576 -2.86 5.512 2.288 2.86 $hbox 1 "ValveBiped.Bip01_Head1" -0.416 -6.24 -3.64 9.36 4.441 3.016 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288 $hbox 4 "ValveBiped.Bip01_L_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.291 -2.465 -1.716 6.583 1.55 2.86 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.144 -2.579 -2.288 14.872 2.579 2.288 $hbox 5 "ValveBiped.Bip01_R_Forearm" -1.716 -2.402 -2.402 13.156 2.402 2.402 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.291 -2.465 -2.86 6.583 1.55 1.716 $skipboneinbbox $sequence "ragdoll" "slow_anims\ragdoll.smd" { fps 30 "ACT_DIERAGDOLL" 1 } $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" $ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0 $ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0 $ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0 $ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0 $collisionjoints "slow_physics.smd" { $mass 25 $inertia 10 $damping 0.05 $rotdamping 5 $rootbone "valvebiped.bip01_pelvis" $jointrotdamping "ValveBiped.Bip01_Pelvis" 3 $jointmassbias "ValveBiped.Bip01_Spine1" 8 $jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0 $jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0 $jointmassbias "ValveBiped.Bip01_Spine2" 9 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0 $jointmassbias "ValveBiped.Bip01_R_Clavicle" 4 $jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6 $jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0 $jointmassbias "ValveBiped.Bip01_L_Clavicle" 4 $jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6 $jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0 $jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0 $jointmassbias "ValveBiped.Bip01_L_UpperArm" 5 $jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0 $jointmassbias "ValveBiped.Bip01_L_Forearm" 4 $jointrotdamping "ValveBiped.Bip01_L_Forearm" 4 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0 $jointrotdamping "ValveBiped.Bip01_L_Hand" 1 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0 $jointmassbias "ValveBiped.Bip01_R_UpperArm" 5 $jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0 $jointmassbias "ValveBiped.Bip01_R_Forearm" 4 $jointrotdamping "ValveBiped.Bip01_R_Forearm" 4 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0 $jointrotdamping "ValveBiped.Bip01_R_Hand" 1 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0 $jointmassbias "ValveBiped.Bip01_R_Thigh" 7 $jointrotdamping "ValveBiped.Bip01_R_Thigh" 7 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0 $jointmassbias "ValveBiped.Bip01_R_Calf" 4 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0 $jointmassbias "ValveBiped.Bip01_L_Thigh" 7 $jointrotdamping "ValveBiped.Bip01_L_Thigh" 7 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0 $jointmassbias "ValveBiped.Bip01_L_Calf" 4 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0 $jointmassbias "ValveBiped.Bip01_Head1" 4 $jointrotdamping "ValveBiped.Bip01_Head1" 3 $jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0 } [/CODE] i did this to both the mdl's and that just made it an error. Which .mdl am i supposed to change, seeing how there are 2 (in defferent file locations)
Sorry, you need to Log In to post a reply to this thread.