Yeah, so, I searched for hours on Google for this problem and still can't find the solution. Maybe anyone knows?
[IMG]http://i.imgur.com/buYopRw.png[/IMG]
Dunno if I have to post this here or make a thread about it but like I said, can't find the solution
Can you post a screenshot of the screen right before you hit the Export button?
[QUOTE=SergerantJoe;47201250]Can you post a screenshot of the screen right before you hit the Export button?[/QUOTE]
Basically just renamed a bone following your tutorial and that happened.
[IMG]http://i.imgur.com/RhzpZDT.png[/IMG]
Either:
1. Not following your tutorial right
2. Not naming the bone where it needs to be named
Aha, exactly as I suspected.
The SMD exporter is a bit finicky. If you hit Export in Pose mode, it'll error out.
[IMG]http://puu.sh/gahoL/5ab76b39fc.png[/IMG]
Go back to Object Mode, right click and select the skeleton, then hit export. Make sure you also click on the model name in the Source Engine Exportables window there.
[IMG]http://puu.sh/gahz8/00a2e96c54.png[/IMG]
So that's why it didn't export skeletons too! Thanks
[editline]24th February 2015[/editline]
New problem when compiling:
[IMG]http://i.imgur.com/kgKz4zf.png[/IMG]
And this is my .qc
[code]$modelname "MM\MM_Goron_Link.mdl"
$bodygroup "studio"
{
studio "mm_goron_link_reference.smd"
}
$includemodel m_anm.mdl
$cdmaterials "models\goronlink"
$surfaceprop "flesh"
$contents "solid"
// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "Root" "" 0.319932 0 24.747753 -1.570796 -1.526707 -3.141592 0 0 0 0 0 0
// $definebone "Spine" "Root" 15.711952 0.000005 0.000001 0 0 -0.044091 0 0 0 0 0 0
// $definebone "Head" "Spine" 19.159164 0.000004 0 0 0 0.000001 0 0 0 0 0 0
// $definebone "Left_Arm" "Spine" 12.363865 -9.081853 0 0 0 -1.544016 0 0 0 0 0 0
// $definebone "Left_Forearm" "Left_Arm" 25.863033 0.000278 0 0 0.098607 -0.128713 0 0 0 0 0 0
// $definebone "Left_Hand" "Left_Forearm" 20.418926 -0.000004 0 0 0 -0.538156 0 0 0 0 0 0
// $definebone "Right_Arm" "Spine" 12.825497 8.46167 0.000004 0 0 1.588495 0 0 0 0 0 0
// $definebone "Right_Forearm" "Right_Arm" 26.088261 -0.000004 0.000002 0 0.142908 0.076144 0 0 0 0 0 0
// $definebone "Right_Hand" "Right_Forearm" 19.707556 -0.000011 0.000003 0 0 0.449637 0 0 0 0 0 0
// $definebone "Left_Thigh" "Root" 4.018402 -8.747948 0 0 0 -2.997044 0 0 0 0 0 0
// $definebone "Left_Calf" "Left_Thigh" 12.925127 0 0 0 0 0.040593 0 0 0 0 0 0
// $definebone "Left_Toe" "Left_Calf" 10.666527 0 0 0 0 0.033762 0 0 0 0 0 0
// $definebone "Right_Thigh" "Root" 5.608942 8.973343 0 0 0 2.914692 0 0 0 0 0 0
// $definebone "Right_Calf" "Right_Thigh" 13.967327 0.000003 0 0 0 -0.043149 0 0 0 0 0 0
// $definebone "Right_Toe" "Right_Calf" 10.303161 0.000004 0.000002 0 0 -0.208711 0 0 0 0 0 0
$sequence "ragdoll" "mm_goron_link_anims\ragdoll.smd" {
fps 30
activity "ACT_DIERAGDOLL" 1
}
$collisionjoints "mm_goron_link_physics.smd"
{
$mass 60
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "ValveBiped.Bip01_Pelvis"
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -41 41 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -41 37 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -21 21 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -23 23 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 55 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -41 41 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -41 37 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -21 21 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -23 23 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 55 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -23 57 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 0 0
$jointconstrain "ValveBiped.Bip01_Spine" x limit -44 44 0
$jointconstrain "ValveBiped.Bip01_Spine" y limit -30 35 0
$jointconstrain "ValveBiped.Bip01_Spine" z limit -30 30 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -44 44 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -53 73 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -55 44 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -23 23 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -100 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -73 53 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -44 55 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -23 23 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -100 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -106 57 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -37 12 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -39 79 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -41 41 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -35 32 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -19 19 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -57 106 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -37 12 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -79 39 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -23 57 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit 0 15 0
}
[/code]
Anyone?
I'm assuming this GUI Compiler is from blender or something, right ? Try using CrowbarTool instead, see if you get any error compiling with it.
No, it's GUIstudiomdl. For the record I have never seen that error before. It may be a file access error, but I'm not sure. Using Crowbar will take care of it since it creates the needed folders automatically.
Also guy, why do you keep calling it CrowbarTool? It's just silly.
What the fuck, why does compiling hate me?
It now says it misses studiomdl.exe from Source SDK Multiplayer 2013 folder, where I clearly have it.
Try these paths.
[IMG]http://puu.sh/gbuTa/161e5c2ef9.png[/IMG]
(Substituting D:/Steam for your own Steam folder of course)
[QUOTE=Zender Troop;47207731]What the fuck, why does compiling hate me?
It now says it misses studiomdl.exe from Source SDK Multiplayer 2013 folder, where I clearly have it.[/QUOTE]
Crowbar doesn't automatically detect your installation directories, from what I've noticed. If you have Steam and/or your Steam games installed in another directory, you'll have to edit Crowbar's compiler settings for the specific game in question (in this case, GMod) so that it knows the correct directory that it needs to look in for the files it's meant to find. For example, I have Steam and all of my Steam games installed on a separate drive from my C:\ drive, so I have Crowbar looking here instead for my GMod compiles:
[IMG]http://i.imgur.com/ArCNrrC.png[/IMG]
I find it's better to not fuck around with the SDK and just use the compiler provided with the game.
Well, the ragdoll is a prop, and the playermodel doesn't appear. 2 days for nothing.
For a playermodel you need lua as well.
Also, just fyi, the model you're using won't work no matter what. Unless you completely remodel it to human proportions it'll get stretched and look terrible.
WHAT?!
Well, how do I do that?
My tutorial covers lua as well.
Unless you're referring to the modeling thing, then I can't help you there. I don't know how to model.
Well, thanks for your help anyone, I'll try for simpler things like, props, I guess
Try to ignore the people who don't know what they are talking about, guistudiomdl can and are accessing the same studiomdl. So ignoring the shill, I'd like you to try to create a folder in your garrysmod directory in garrysmod/models/ named MM.
I believe this will solve the compilers problem, and to the less serious matter you cant expect your ragdoll to become a player model when it uses a compressed or extended skeleton without it looking like noticeably bad, this doesn't mean however you cant either.
Make your own player animations for your model, considerately painful.
Make a ragdoll out of it for posing, you will have to work with jointconstraint's. Sorry cant really help you with setting those up.
[QUOTE=Zender Troop;47208036]Well, thanks for your help anyone, I'll try for simpler things like, props, I guess[/QUOTE]
But your not wrong here, you might find it better to start with simple stuff and eventually go higher.
[sp]and if your ever sick of blenders shit you can always go to 3dsmax (its what the pros use)[/sp]
[QUOTE=Sally;47208112]guistudiomdl can and are accessing the same studiomdl[/QUOTE]
Well duh. They both have the same functionality, the question is convenience and usability.
In the end it's all a matter of personal preference really, but it's best to at least try it before labeling anyone a "shill". Jeez man.
[QUOTE=SergerantJoe;47206638]No, it's GUIstudiomdl. For the record I have never seen that error before. It may be a file access error, but I'm not sure. Using Crowbar will take care of it since it creates the needed folders automatically.
Also guy, why do you keep calling it CrowbarTool? It's just silly.[/QUOTE]
Sorry, I do that to avoid any possible confusion. Also, it seems it was the original name for the tool since the official group calls it CrowbarTool : [url]http://steamcommunity.com/groups/CrowbarTool[/url]
[QUOTE=SergerantJoe;47206638]Also guy, why do you keep calling it CrowbarTool? It's just silly.[/QUOTE]
[QUOTE=ferdam;47211925]Sorry, I do that to avoid any possible confusion. Also, it seems it was the original name for the tool since the official group calls it CrowbarTool : [url]http://steamcommunity.com/groups/CrowbarTool[/url][/QUOTE]
As the developer of Crowbar, I confirm the tool's name is Crowbar. CrowbarTool is the name of the group because I wanted to distinguish it from other Crowbar-named groups. However, I take no offense by you using the term CrowbarTool and am simply glad people find the tool useful.
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