• compile warning
    6 replies, posted
ok i am so new to this so i might be asking alot of things at times because i can't find anything on google for it. anyways after i compile my medic for tf2 i get this warning. WARNING: ik rules for rfoot but no clear knee direction WARNING: ik rules for lfoot but no clear knee direction WARNING: ik rules for medicHose but no clear knee direction not sure i know what that means well i do and i don't but i'm not sure how to find or how to fix this can someone give me some help thanks. plus i'm thinking this is not good because in game i see the medic when he dies he is stretch out long lol really looks lame.
your IK list is incomplete perhaps?
i have no clue i'm new at this lol.
Can you post your QC please also attach a link to the reference smd
link for smd [url]http://www.tf2goldclaimers.com/tf/medic%20smd%20file/[/url] $cd "C:\Users\RavensBro\Desktop\medic40k" $modelname "player/medic.mdl" $model "medic" "medic_morphs_low.smd" { flexfile "mdldecompiler_expressions.vta" { flexpair "CloseLidLo" 1.0 frame 1 flexpair "CloseLidUp" 1.0 frame 2 flex "WQ" frame 3 flex "OO" frame 4 flex "MB" frame 5 flex "SH" frame 6 flex "Y" frame 7 flex "FV" frame 8 flex "AH" frame 9 flex "AE" frame 10 flex "UH" frame 11 flex "AW" frame 12 flex "EE" frame 13 flex "PP" frame 14 flex "OH" frame 15 flex "TH" frame 16 flex "T" frame 17 flex "ER" frame 18 flex "DS" frame 19 flex "GK" frame 20 flex "N" frame 21 flex "silence" frame 22 flex "happySmall" frame 23 flex "madUpper" frame 24 flex "specialAction01Upper" frame 25 flex "defaultFaceUpper" frame 26 flex "scaredUpper" frame 27 flex "painBigUpper" frame 28 flex "painSmallUpper" frame 29 flex "happyBigUpper" frame 30 flex "happySmallUpper" frame 31 flex "specialAction01" frame 32 flex "defaultFace" frame 33 flex "scared" frame 34 flex "mad" frame 35 flex "painBig" frame 36 flex "painSmall" frame 37 flex "happyBig" frame 38 flex "evilSmile" frame 39 flex "evilSmileUpper" frame 40 flex "openJaw" frame 41 flex "painScared" frame 42 flex "painScaredUpper" frame 43 flex "evilHappyUpper" frame 44 flex "yellingUpper" frame 45 } eyeball righteye bip_head -1.040 78.959 3.836 eyeball_r 1.200 3.000 medic_red 0.500 eyeball lefteye bip_head 1.040 78.959 3.836 eyeball_l 1.200 -3.000 medic_red 0.500 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 49 -1.000000 neutral 49 0.000000 raiser 49 1.000000 split -0.1 eyeball lefteye flexcontroller right_CloseLid right_CloseLid "range" -1.000 1.000 flexcontroller left_CloseLid left_CloseLid "range" -1.000 1.000 flexcontroller multi_CloseLid multi_CloseLid "range" -1.000 1.000 flexcontroller blink blink "range" 0.000 1.000 flexcontroller T T "range" 0.000 1.000 flexcontroller painBigUpper painBigUpper "range" 0.000 1.000 flexcontroller evilSmileUpper evilSmileUpper "range" 0.000 1.000 flexcontroller mad mad "range" 0.000 1.000 flexcontroller GK GK "range" 0.000 1.000 flexcontroller yellingUpper yellingUpper "range" 0.000 1.000 flexcontroller painScared painScared "range" 0.000 1.000 flexcontroller specialAction01Upper specialAction01Upper "range" 0.000 1.000 flexcontroller N N "range" 0.000 1.000 flexcontroller evilHappyUpper evilHappyUpper "range" 0.000 1.000 flexcontroller TH TH "range" 0.000 1.000 flexcontroller madUpper madUpper "range" 0.000 1.000 flexcontroller scaredUpper scaredUpper "range" 0.000 1.000 flexcontroller happyBig happyBig "range" 0.000 1.000 flexcontroller painSmall painSmall "range" 0.000 1.000 flexcontroller painBig painBig "range" 0.000 1.000 flexcontroller painSmallUpper painSmallUpper "range" 0.000 1.000 flexcontroller defaultFaceUpper defaultFaceUpper "range" 0.000 1.000 flexcontroller scared scared "range" 0.000 1.000 flexcontroller silence silence "range" 0.000 1.000 flexcontroller happySmall happySmall "range" 0.000 1.000 flexcontroller specialAction01 specialAction01 "range" 0.000 1.000 flexcontroller defaultFace defaultFace "range" 0.000 1.000 flexcontroller evilSmile evilSmile "range" 0.000 1.000 flexcontroller painScaredUpper painScaredUpper "range" 0.000 1.000 flexcontroller happyBigUpper happyBigUpper "range" 0.000 1.000 flexcontroller happySmallUpper happySmallUpper "range" 0.000 1.000 flexcontroller DS DS "range" 0.000 1.000 flexcontroller ER ER "range" 0.000 1.000 flexcontroller WQ WQ "range" 0.000 1.000 flexcontroller OO OO "range" 0.000 1.000 flexcontroller MB MB "range" 0.000 1.000 flexcontroller SH SH "range" 0.000 1.000 flexcontroller Y Y "range" 0.000 1.000 flexcontroller FV FV "range" 0.000 1.000 flexcontroller AH AH "range" 0.000 1.000 flexcontroller AE AE "range" 0.000 1.000 flexcontroller UH UH "range" 0.000 1.000 flexcontroller AW AW "range" 0.000 1.000 flexcontroller EE EE "range" 0.000 1.000 flexcontroller PP PP "range" 0.000 1.000 flexcontroller OH OH "range" 0.000 1.000 flexcontroller openJaw openJaw "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" -45.000 45.000 flexcontroller eyes eyes_rightleft "range" -45.000 45.000 %WQ = WQ %OO = OO %MB = MB %SH = SH %Y = Y %FV = FV %AH = AH %AE = AE %UH = UH %AW = AW %EE = EE %PP = PP %OH = OH %TH = TH %T = T %ER = ER %DS = DS %GK = GK %N = N %silence = silence %happySmall = happySmall %madUpper = madUpper %specialAction01Upper = specialAction01Upper %defaultFaceUpper = defaultFaceUpper %scaredUpper = scaredUpper %painBigUpper = painBigUpper %painSmallUpper = painSmallUpper %happyBigUpper = happyBigUpper %happySmallUpper = happySmallUpper %specialAction01 = specialAction01 %defaultFace = defaultFace %scared = scared %mad = mad %painBig = painBig %painSmall = painSmall %happyBig = happyBig %evilSmile = evilSmile %evilSmileUpper = evilSmileUpper %openJaw = openJaw %painScared = painScared %painScaredUpper = painScaredUpper %evilHappyUpper = evilHappyUpper %yellingUpper = yellingUpper } $poseparameter body_pitch -45.00 45.00 360.00 $poseparameter body_yaw -45.00 45.00 360.00 $cdmaterials "..\..\effects\" $cdmaterials "models\player\medic\" $cdmaterials "models\player\items\marine\" $texturegroup skinfamilies { { "Marine_Medic.vmt" "Marine_BackPack.vmt" "Marine_Arm_n.vmt "Marine_Cape.vmt" "eyeball_l.vmt" "medic_head_red.vmt" "eyeball_r.vmt" "medic_red.vmt" "Marine_BackPack_Addon2.vmt" "Marine_BackPack_Addon3.vmt" "medic_backpack_red.vmt" } { "Marine_Medic_blu.vmt" "Marine_BackPack_blu.vmt" "Marine_Arm_n_blu.vmt" "Marine_Cape_blu.vmt" "eyeball_l.vmt" "medic_head_blue.vmt" "eyeball_r.vmt" "medic_blue.vmt" "Marine_BackPack_Addon2.vmt" "Marine_BackPack_Addon3.vmt" "medic_backpack_blue.vmt" } { "Marine_Medic_invun.vmt" "Marine_BackPack_invun.vmt" "medic_head_red_invun.vmt" "medic_red_invun.vmt" "medic_head_red_invun.vmt" "medic_red_invun.vmt" "medic_head_red_invun.vmt" "medic_red_invun.vmt" "medic_head_red_invun.vmt" "..\..\effects\invulnfx_red.vmt" } { "Marine_Medic_blu_invun.vmt" "Marine_BackPack_blu_invun.vmt" "medic_head_blue_invun.vmt" "medic_blue_invun.vmt" "medic_head_blue_invun.vmt" "medic_blue_invun.vmt" "medic_head_blue_invun.vmt" "medic_blue_invun.vmt" "medic_head_blue_invun.vmt" "..\..\effects\invulnfx_blue.vmt" } } $hboxset "medic" $hbox 1 "bip_head" -5.000 -8.000 -7.500 5.000 5.000 3.500 $hbox 0 "bip_pelvis" -9.000 -1.000 -6.000 9.000 11.000 5.000 $hbox 3 "bip_spine_0" -8.000 -1.500 -8.000 8.000 3.500 4.000 $hbox 3 "bip_spine_1" -7.500 -2.000 -8.500 7.500 4.000 3.500 $hbox 2 "bip_spine_2" -8.500 -3.000 -8.750 8.500 3.000 3.750 $hbox 2 "bip_spine_3" -10.000 -2.000 -5.000 10.000 2.000 3.000 $hbox 4 "bip_upperArm_L" -0.500 -3.000 -2.250 12.500 3.500 2.750 $hbox 4 "bip_lowerArm_L" 0.000 -2.350 -3.000 12.000 3.150 3.000 $hbox 4 "bip_hand_L" -3.500 -9.500 -3.250 1.500 -0.500 3.250 $hbox 5 "bip_upperArm_R" -0.500 -3.500 -2.750 12.500 3.000 2.250 $hbox 5 "bip_lowerArm_R" 0.000 -3.000 -3.150 12.000 3.000 2.350 $hbox 5 "bip_hand_R" -1.500 0.500 -3.250 3.500 9.500 3.250 $hbox 6 "bip_hip_L" 4.000 -3.250 -2.500 18.000 5.250 5.500 $hbox 6 "bip_knee_L" 0.500 -2.750 -3.500 19.500 4.250 3.500 $hbox 6 "bip_foot_L" -2.000 -10.000 -4.000 2.000 2.000 2.000 $hbox 7 "bip_hip_R" 4.000 -2.500 -3.250 18.000 5.500 5.250 $hbox 7 "bip_knee_R" 0.500 -3.500 -2.750 19.500 3.500 4.250 $hbox 7 "bip_foot_R" -2.000 -2.000 -2.000 2.000 10.000 4.000 $attachment "eyes" "bip_head" 0.00 -2.42 -4.40 rotate 90.00 -90.00 0.00 $attachment "righteye" "bip_head" -0.98 -2.42 -4.40 rotate 90.00 -90.00 0.00 $attachment "lefteye" "bip_head" 0.98 -2.42 -4.40 rotate 90.00 -90.00 0.00 $attachment "partyhat" "bip_head" -0.10 -6.71 -1.26 rotate 88.00 90.00 -180.00 $attachment "head" "bip_head" -0.10 -7.81 -1.26 rotate 88.30 89.90 179.80 $attachment "flag" "bip_spine_2" 1.02 3.24 7.93 rotate 1.53 -4.33 -4.18 $includemodel "player/medic_animations.mdl" $include "medic_ragdoll.qci" $surfaceprop "flesh" $bonemerge "weapon_bone" $bonemerge "weapon_bone_1" $bonemerge "joint_hose01" $bonemerge "joint_hose02" $bonemerge "joint_hose03" $bonemerge "joint_hose04" $bonemerge "joint_hose05" $bonemerge "joint_lever" $bonemerge "bip_head" $include "ruleshierarchy.qci" $eyeposition -78.915 0.000 0.000 $illumposition -13.521 6.828 40.495 $sequence ref "ref.smd" fps 30.00 $sequence ragdoll "ragdoll.smd" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand bip_hand_R knee 0.000 0.000 0.000 $ikchain lhand bip_hand_L knee 0.000 0.000 0.000 $ikchain rfoot bip_foot_R knee 0.000 0.000 0.000 $ikchain lfoot bip_foot_L knee 0.000 0.000 0.000 $ikchain medicHose joint_hose05 knee 0.000 0.000 0.000 $collisionjoints "phymodel.smd" { $mass 100.0 $inertia 10.00 $damping 0.00 $rotdamping 7.00 $rootbone "bip_pelvis" $jointrotdamping "bip_pelvis" 0.00 $jointmassbias "prp_coat_front_1_r" 0.75 $jointconstrain "prp_coat_front_1_r" x limit -10.00 22.00 0.00 $jointconstrain "prp_coat_front_1_r" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_front_1_r" z limit -17.00 15.00 0.00 $jointmassbias "prp_coat_back_1_r" 0.75 $jointconstrain "prp_coat_back_1_r" x limit -10.00 22.00 0.00 $jointconstrain "prp_coat_back_1_r" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_back_1_r" z limit -17.00 10.00 0.00 $jointmassbias "prp_coat_back_2_r" 0.75 $jointconstrain "prp_coat_back_2_r" x limit -10.00 22.00 0.00 $jointconstrain "prp_coat_back_2_r" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_back_2_r" z limit -17.00 24.00 0.00 $jointmassbias "prp_coat_back_1_m" 0.75 $jointconstrain "prp_coat_back_1_m" x limit -3.00 22.00 0.00 $jointconstrain "prp_coat_back_1_m" y limit -35.00 35.00 0.00 $jointconstrain "prp_coat_back_1_m" z limit -18.00 18.00 0.00 $jointmassbias "prp_coat_back_2_m" 0.75 $jointconstrain "prp_coat_back_2_m" x limit -3.00 22.00 0.00 $jointconstrain "prp_coat_back_2_m" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_back_2_m" z limit -17.00 24.00 0.00 $jointmassbias "prp_coat_back_1_l" 0.75 $jointconstrain "prp_coat_back_1_l" x limit -10.00 22.00 0.00 $jointconstrain "prp_coat_back_1_l" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_back_1_l" z limit -17.00 24.00 0.00 $jointmassbias "prp_coat_back_2_l" 0.75 $jointconstrain "prp_coat_back_2_l" x limit -18.00 25.00 0.00 $jointconstrain "prp_coat_back_2_l" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_back_2_l" z limit -17.00 24.00 0.00 $jointmassbias "prp_coat_front_1_l" 0.75 $jointconstrain "prp_coat_front_1_l" x limit -10.00 22.00 0.00 $jointconstrain "prp_coat_front_1_l" y limit -35.00 30.00 0.00 $jointconstrain "prp_coat_front_1_l" z limit -10.00 24.00 0.00 $jointmassbias "prp_coat_front_2_l" 0.75 $jointconstrain "prp_coat_front_2_l" x limit -10.00 22.00 0.00 $jointconstrain "prp_coat_front_2_l" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_front_2_l" z limit -17.00 24.00 0.00 $jointmassbias "bip_hip_r" 0.80 $jointrotdamping "bip_hip_r" 4.00 $jointconstrain "bip_hip_r" x limit -20.00 30.00 0.00 $jointconstrain "bip_hip_r" y limit -15.00 15.00 0.00 $jointconstrain "bip_hip_r" z limit -12.00 80.00 0.00 $jointmassbias "bip_knee_r" 1.20 $jointrotdamping "bip_knee_r" 3.00 $jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_r" y limit -8.00 25.00 0.00 $jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00 $jointmassbias "prp_coat_front_2_r" 0.75 $jointconstrain "prp_coat_front_2_r" x limit -10.00 22.00 0.00 $jointconstrain "prp_coat_front_2_r" y limit -19.00 25.00 0.00 $jointconstrain "prp_coat_front_2_r" z limit -25.00 15.00 0.00 $jointmassbias "bip_hip_l" 0.80 $jointrotdamping "bip_hip_l" 4.00 $jointconstrain "bip_hip_l" x limit -20.00 30.00 0.00 $jointconstrain "bip_hip_l" y limit -79.00 24.00 0.00 $jointconstrain "bip_hip_l" z limit -12.00 20.00 0.00 $jointmassbias "bip_knee_l" 1.20 $jointrotdamping "bip_knee_l" 3.00 $jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_l" y limit 0.00 0.00 0.00 $jointconstrain "bip_knee_l" z limit -25.00 8.00 0.00 $jointmassbias "bip_foot_l" 0.75 $jointconstrain "bip_foot_l" x limit -15.00 30.00 0.00 $jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_l" z limit -17.00 24.00 0.00 $jointmassbias "bip_spine_1" 1.60 $jointrotdamping "bip_spine_1" 12.00 $jointconstrain "bip_spine_1" x limit -30.00 30.00 0.00 $jointconstrain "bip_spine_1" y limit -16.00 16.00 0.00 $jointconstrain "bip_spine_1" z limit -20.00 15.00 0.00 $jointmassbias "bip_upperarm_r" 0.80 $jointrotdamping "bip_upperarm_r" 16.00 $jointconstrain "bip_upperarm_r" x limit -50.00 40.00 0.00 $jointconstrain "bip_upperarm_r" y limit -32.00 55.00 0.00 $jointconstrain "bip_upperarm_r" z limit -80.00 25.00 0.00 $jointmassbias "bip_lowerarm_r" 1.80 $jointrotdamping "bip_lowerarm_r" 4.00 $jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" z limit -120.00 12.00 0.00 $jointmassbias "bip_upperarm_l" 0.80 $jointrotdamping "bip_upperarm_l" 16.00 $jointconstrain "bip_upperarm_l" x limit -40.00 50.00 0.00 $jointconstrain "bip_upperarm_l" y limit -15.00 48.00 0.00 $jointconstrain "bip_upperarm_l" z limit -35.00 70.00 0.00 $jointmassbias "bip_lowerarm_l" 1.80 $jointrotdamping "bip_lowerarm_l" 4.00 $jointconstrain "bip_lowerarm_l" x limit -25.00 25.00 0.00 $jointconstrain "bip_lowerarm_l" y limit -110.00 13.00 0.00 $jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00 $jointmassbias "bip_head" 1.50 $jointrotdamping "bip_head" 8.00 $jointconstrain "bip_head" x limit -44.00 20.00 0.00 $jointconstrain "bip_head" y limit -35.00 35.00 0.00 $jointconstrain "bip_head" z limit -26.00 30.00 0.00 $jointmassbias "bip_hand_r" 0.60 $jointrotdamping "bip_hand_r" 8.00 $jointconstrain "bip_hand_r" x limit -10.00 30.00 0.00 $jointconstrain "bip_hand_r" y limit -8.00 30.00 0.00 $jointconstrain "bip_hand_r" z limit -20.00 40.00 0.00 $jointmassbias "bip_foot_r" 0.75 $jointconstrain "bip_foot_r" x limit -10.00 22.00 0.00 $jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_r" z limit -17.00 24.00 0.00 } $collisiontext { break { "model" "player\gibs\medicgib007" "health" "0" "fadetime" "10"} break { "model" "player\gibs\medicgib001" "health" "0" "fadetime" "10"} break { "model" "player\gibs\medicgib005" "health" "0" "fadetime" "10"} break { "model" "player\gibs\medicgib006" "health" "0" "fadetime" "10"} break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"} break { "model" "player\gibs\medicgib002" "health" "0" "fadetime" "10"} break { "model" "player\gibs\medicgib003" "health" "0" "fadetime" "10"} break { "model" "player\gibs\medicgib004" "health" "0" "fadetime" "10"} break { "model" "player\gibs\medicgib008" "health" "0" "fadetime" "10"} }
ok wait is this a custom model? or are you decompiling the medic? cause you know the medic's qc is already here [code]C:\Program Files (x86)\Steam\steamapps\username\sourcesdk_content\tf\modelsrc\player\medic\scripts[/code]
custom medic some guy made some warhammer 40k models and skins for tf2 i just want to redo them is all to fix what don't work like it should. and repaint them the way i want them is all. you can see them here. [url]http://www.youtube.com/watch?v=wEgjqcI03xw[/url]
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