(QuakeC/Source) GUIStudioMDL and directory Errors?
8 replies, posted
Hello all,
So I'm trying to compile my SMD into scout_animations.mdl, and it appears that my system andStudioMDL put directory slashes in different places
E.g.
[CODE]writing c:\program files (x86)\steam\steamapps\vocaloidportal\half-life 2 episode two\ep2\models/tf\scout\player\scout_animations.mdl:
Error opening c:\program files (x86)\steam\steamapps\vocaloidportal\half-life 2 episode two\ep2\models/tf\scout\player\scout_animations.mdl! (Check for write enable) [/CODE]
So, what is my best course of action?
replace all '/' with '\\' before writing?
Also, QuakeC has nothing to do with Source.
Your configuration seems wrong. You should pick Engine version "source engine mp" and current game as "team fortress 2" from source sdk in steam. And correctly configure guistudiomdl. Which is hard to do since its a little bit buggy software. It will be better if you go with a batch file ( .bat ) to easily compile and copy compiled model to correct folder.in bat file you could use this, which I was used for gmod models.
[CODE]"C:\Program Files (x86)\Steam\steamapps\[YOUR USER NAME HERE]\sourcesdk\bin\orangebox\bin\studiomdl.exe" -fullcollide -game "[PATH TO GAMEMODE]" "%1"[/CODE]
for example tf2 you should use "C:\Program Files (x86)\Steam\steamapps\[YOUR STEAM NAME]\team fortress 2\tf\" as path to gamemode. That is the folder where gameinfo.txt resides.After that just drag qc file and drop it over bat file or you could save this bat file as "compile.bat" into your model folder and make another bat file like this;
[CODE]for %%X in (*.qc) do call compile %%X[/CODE]
save this as "compile_all.bat" or something and this will automatically compiles all qc files in current folder via the other bat file we just created.
And last part ask these stuff on modeling sub forums, there is more people in there used to these things.
[QUOTE=T3hGamerDK;36283803]
Also, QuakeC has nothing to do with Source.[/QUOTE]
Except for compiling animations and models
E.g.
[CODE]$upaxis Z
$modelname tf\scout\player\scout_animations.mdl
$definevariable infoNode "scoutInfo"
$include "scout_definebones.qci"
$include "..\..\TF_animation_rules\ruleshierarchy.qci"
$include "..\..\TF_animation_rules\TF_macros_list.qci"
$pushd "..\animations"
$sequence back "pew_lasers" snap fps 30[/CODE]
[QUOTE=burak575;36284165]Your configuration seems wrong. You should pick Engine version "source engine mp" and current game as "team fortress 2" from source sdk in steam.[/QUOTE]
I use MaxOfS2D's method of getting tf2 stuff rendered in the ep2 engine.
[QUOTE=AusGG;36284205]Except for compiling animations and models
E.g.
[CODE]$upaxis Z
$modelname tf\scout\player\scout_animations.mdl
$definevariable infoNode "scoutInfo"
$include "scout_definebones.qci"
$include "..\..\TF_animation_rules\ruleshierarchy.qci"
$include "..\..\TF_animation_rules\TF_macros_list.qci"
$pushd "..\animations"
$sequence back "pew_lasers" snap fps 30[/CODE][/QUOTE]
I haven't touched Quake C since the original Call of Duty, but, IIRC, Quake C looks absolutely nothing even remotely like that.
[QUOTE=ROBO_DONUT;36298067]I haven't touched Quake C since the original Call of Duty, but, IIRC, Quake C looks absolutely nothing even remotely like that.[/QUOTE]
I've used source qc files before but I had no idea about quake c. I googled and found this
[url]http://www.inside3d.com/qcspecs/qc-mdl.htm#QC-MDL[/url]
Well, regardless, shouldn't this be in the [url=http://www.facepunch.com/forumdisplay.php?f=40]modeling section[/url]?
[QUOTE=Philly c;36298186]I've used source qc files before but I had no idea about quake c. I googled and found this
[url]http://www.inside3d.com/qcspecs/qc-mdl.htm#QC-MDL[/url][/QUOTE]
QC stands for quakec.
[QUOTE=ROBO_DONUT;36298484]Well, regardless, shouldn't this be in the [url=http://www.facepunch.com/forumdisplay.php?f=40]modeling section[/url]?[/QUOTE]
I had no idea this existed. I'll be sure to post in there next time.
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