• TF2 V doesn't show up.
    4 replies, posted
Just to get the hang of it, I'm trying to compile a G36C from CS:S to replace the Snipers SMG. The W works great, but the V doesn't show up. AT ALL. My compile log doesn't have any errors that I see, and as far as I know, my .qc is also fine. .qc [code]$cd "F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco" $modelname "weapons\v_models\v_smg_sniper.mdl" $model "v_smg" "v_smg_sniper.dmx.smd" $cdmaterials "models\weapons\v_models\g36c" $hboxset "default" $hbox 0 "bip_hand_L" -2.400 -6.820 -3.440 1.600 1.180 2.560 $hbox 0 "bip_upperArm_R" -2.100 -1.370 -3.620 2.400 12.360 3.380 $hbox 0 "bip_lowerArm_R" -1.980 -0.900 -2.250 2.020 15.850 2.750 $hbox 0 "bip_hand_R" -2.120 -1.180 -2.560 2.880 6.820 3.440 $hbox 0 "weapon_bone" -1.330 1.000 -2.000 1.460 5.000 26.000 $hbox 0 "clip" -0.850 -5.360 -1.320 0.640 7.150 2.050 // Model uses material "models\player\sniper\sniper_red.vmt" // Model uses material "models\player\sniper\sniper_handL_red.vmt" // Model uses material "models\weapons\v_models\g36c\rail.vmt" // Model uses material "models\weapons\v_models\g36c\reciever.vmt" // Model uses material "models\weapons\v_models\g36c\fore.vmt" // Model uses material "models\weapons\v_models\g36c\stock.vmt" $attachment "weapon_bone" "weapon_bone" -0.00 -0.00 -0.00 rotate -0.00 -0.00 0.00 $attachment "muzzle" "weapon_bone" 0.00 3.25 26.09 rotate -90.00 0.00 0.00 $attachment "eject_brass" "weapon_bone" -0.73 3.21 4.59 rotate -0.00 154.00 180.00 $surfaceprop "default" $illumposition 8.520 -0.236 29.636 $sequence ref "ref" fps 30.00 $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised { { event 5004 1 "Weapon_smg.Draw" } } $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised $sequence fire_a "fire_a" ACT_VM_PRIMARYATTACK 1 fps 30.00 node raised $sequence holster "holster" ACT_IDLE_TO_LOWERED 1 fps 30.00 transition raised lowered $sequence holster_idle "holster_idle" loop ACT_VM_IDLE_LOWERED 1 fps 30.00 node lowered $sequence unholster "unholster" ACT_VM_LOWERED_TO_IDLE 1 fps 30.00 transition lowered raised $sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 { { event 5004 8 "Weapon_smg.ClipOut" } { event 5004 23 "Weapon_smg.ClipIn" } } [/code] Compile log. [code]GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/ *ERROR* EP1 tools path is not valid - use "Config" then "Set EP1 Tools Path..." from the menu to set it. Loaded QC file - "F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco\mdldecompiler.qc" Created command line: "F:\Innstallerte spill\Steam shit\steamapps\larakofta\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "f:\innstallerte spill\steam shit\steamapps\larakofta\team fortress 2\tf" -nop4 -nox360 "F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco\mdldecompiler.qc" qdir: "f:\mod stuff\random ideas\sniper\smg replacement\ettubrutesbros_thompson_2\orig v deco\" gamedir: "f:\innstallerte spill\steam shit\steamapps\larakofta\team fortress 2\tf\" g_path: "F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco\mdldecompiler.qc" Building binary model files... Working on "mdldecompiler.qc" SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/v_smg_sniper.dmx.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/ref.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/draw.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/idle.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/fire_a.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/holster.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/holster_idle.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/unholster.smd SMD MODEL F:\mod stuff\Random ideas\Sniper\SMG replacement\ettubrutesbros_thompson_2\Orig V Deco/reload.smd --------------------- writing f:\innstallerte spill\steam shit\steamapps\larakofta\team fortress 2\tf\models/weapons\v_models\v_smg_sniper.mdl: bones 10692 bytes (43) animations 11936 bytes (8 anims) (207 frames) [0:06] sequences 2152 bytes (8 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 400 bytes keyvalues 0 bytes bone transforms 5912 bytes collision 0 bytes total 32896 --------------------- writing f:\innstallerte spill\steam shit\steamapps\larakofta\team fortress 2\tf\models/weapons\v_models\v_smg_sniper.vvd: vertices 589920 bytes (12290 vertices) tangents 196640 bytes (12290 vertices) total 786624 bytes --------------------- Generating optimized mesh "f:\innstallerte spill\steam shit\steamapps\larakofta\team fortress 2\tf\models/weapons\v_models\v_smg_sniper.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 54 bytes strip groups: 150 bytes strips: 162 bytes verts: 110610 bytes indices: 65112 bytes bone changes: 8 bytes everything: 176160 bytes --------------------- Generating optimized mesh "f:\innstallerte spill\steam shit\steamapps\larakofta\team fortress 2\tf\models/weapons\v_models\v_smg_sniper.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 54 bytes strip groups: 150 bytes strips: 216 bytes verts: 111078 bytes indices: 65112 bytes bone changes: 432 bytes everything: 177106 bytes --------------------- Generating optimized mesh "f:\innstallerte spill\steam shit\steamapps\larakofta\team fortress 2\tf\models/weapons\v_models\v_smg_sniper.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 54 bytes strip groups: 150 bytes strips: 162 bytes verts: 110610 bytes indices: 65112 bytes bone changes: 368 bytes everything: 176520 bytes Completed "mdldecompiler.qc" [/code]
I had this problem when I was compiling the Elephant Rifle from Hitman: Blood Money for the TF2 sniper rifle. It is possible - albeit a bit tricky. It involves using the $includemodel command. Modderfreak explained the process. If I remember correctly, this is how it goes: -Extract the original v_model that you're trying to replace, and put it somewhere in the tf2 models directory. Rename it to something like "v_oldsmg.mdl". -In your .qc, comment out or remove all of the $sequence lines. Multi-line comments in C-style, which studiomdl.exe seems to parse .qc files in, look like this: [code] This code will be read /* This code will all be ignored */ This will be read though [/code] -Then, add a line to your .qc: [code] $includemodel weapons/v_oldsmg.mdl [/code] or whatever you called it. When you compile it, it should appear and be visible.
THANK YOU VERY FUCKING MUCH! It works! Well, sorta, [url]http://www.wegame.com/watch/Tony_atleast_I_can_see_something_this_time/[/url]
Oh, yeah. There was something else you were supposed to comment out or leave in. Hang on, I'll look at my elephant rifle .qc. [editline]06:43PM[/editline] Ah, looks like I got rid of the hunting rifle .qc a while ago. I'll just have to speculate. I can't tell what's wrong with it. It seems the original SMG might be stuck in there somewhere. Did you remember to "Unhide all" before exporting the reference .smd? Try leaving in this line: [code] $sequence ref "ref" fps 30.00 [/code]
You mean those two things on top that move in pace with the shooting? I kinda juryrigged some bones to a couple of duped parts I moved behind the player you can't see it.
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