So i was making a playermodel of Sub Zero from MK: X, everything was going fine, it looked perfect on the SDK, but at the time of putting him into Gmod, he's invisible. He's there, i can grab it, just that he's invisible. It's turning me crazy, i don't know what's causing it, i even checked if the jigglebones or even the collision model file were causing it, but no luck. Anybody able to help me?
[IMG]http://i.imgur.com/NXcVnZe.png[/IMG]
[IMG]http://i.imgur.com/jC8Fe3i.jpg[/IMG]
[QUOTE]//BASIC DATE
$cd "C:\Users\"my name here"\Downloads\XNALara_XPS_11.1_fullversion\XNALara_XPS\data\MKX_SubZero_B\Playermodel\QC"
$modelname "player/MKX_Sub-Zero.mdl"
//EYE POSITION
$eyeposition 0 0 70
//FLEX EYE POSSING
$model "Eyes" "Eyes.smd"{
eyeball righteye "ValveBiped.Bip01_Head1" 1.39 -3.32 67.05 "eyeball_r" 1.00 4 "pupil_r" 0.9
eyeball lefteye "ValveBiped.Bip01_Head1" -1.39 -3.32 67.05 "eyeball_l" 1.00 -4 "pupil_l" 0.9
mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000
}
//FLEX FACE POSSING
$model "body" "body.smd"{
flexfile "body.vta" {
flex "Frame1" frame 1
flex "Frame2" frame 2
flex "Frame3" frame 3
flex "Frame4" frame 4
flex "Frame5" frame 5
flex "Frame6" frame 6
flex "Frame7" frame 7
flex "Frame8" frame 8
flex "Frame9" frame 9
flex "Frame10" frame 10
flex "Frame11" frame 11
flex "Frame12" frame 12
flex "Frame13" frame 13
flex "Frame14" frame 14
flex "Frame15" frame 15
flex "Frame16" frame 16
flex "Frame17" frame 17
}
flexcontroller eyes eyes_updown "range" -65.000 65.000
flexcontroller eyes eyes_rightleft "range" -65.000 65.000
flexcontroller phoneme cheek_right_up "range" 0.000 1.000
flexcontroller phoneme cheek_left_up "range" 0.000 1.000
flexcontroller phoneme eyebrow_sad_left_up "range" 0.000 1.000
flexcontroller phoneme eyebrow_sad_right_up "range" 0.000 1.000
flexcontroller phoneme eyebrow_angry_right_up "range" 0.000 1.000
flexcontroller phoneme eyebrow_angry_left_up "range" 0.000 1.000
flexcontroller phoneme noise_left_up "range" 0.000 1.000
flexcontroller phoneme noise_right_up "range" 0.000 1.000
flexcontroller phoneme eyebrow_left_up "range" 0.000 1.000
flexcontroller phoneme eyebrow_right_up "range" 0.000 1.000
flexcontroller phoneme eyebrow_right_down "range" 0.000 1.000
flexcontroller phoneme eyebrow_left_down "range" 0.000 1.000
flexcontroller phoneme smile_left "range" 0.000 1.000
flexcontroller phoneme smile_right "range" 0.000 1.000
flexcontroller phoneme sad_right "range" 0.000 1.000
flexcontroller phoneme sad_left "range" 0.000 1.000
flexcontroller phoneme mouth_up "range" 0.000 1.000
%Frame1 = cheek_right_up
%Frame2 = cheek_left_up
%Frame3 = eyebrow_sad_left_up
%Frame4 = eyebrow_sad_right_up
%Frame5 = eyebrow_angry_right_up
%Frame6 = eyebrow_angry_left_up
%Frame7 = noise_left_up
%Frame8 = noise_right_up
%Frame9 = eyebrow_left_up
%Frame10 = eyebrow_right_up
%Frame11 = eyebrow_right_down
%Frame12 = eyebrow_left_down
%Frame13 = smile_left
%Frame14 = smile_right
%Frame15 = sad_right
%Frame16 = sad_left
%Frame17 = mouth_up
}
//BODYGROUPS
$bodygroup Mask
{
studio "mask.smd"
blank
}
//ATTACHMENT
$attachment "eyes" "ValveBiped.Bip01_Head1" -1.26 -4.02 67.05 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90
$attachment "lefteye" "ValveBiped.Bip01_Head1" 3.58 -3.50 -1.55 rotate 0.00 -80.00 -90.00
$attachment "righteye" "ValveBiped.Bip01_Head1" 3.58 -3.50 1.30 rotate 0.00 -80.00 -90.00
$attachment "nose" "ValveBiped.Bip01_Head1" 2.70 -5.50 0.00 rotate 0.00 -80.00 -90.00
$attachment "tie" "ValveBiped.Bip01_Spine4" 1.50 6.20 0.00 rotate -0.00 90.00 90.00
$attachment "pen" "ValveBiped.Bip01_Spine4" -3.50 8.20 4.80 rotate -0.00 90.00 90.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 0.00 rotate 0.00 83.00 90.00
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 -0.00 rotate -0.00 0.00 -0.00
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 -0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_RH" "ValveBiped.Bip01_R_Hand" 0.00 1.50 0.00 rotate -20 90 0
$attachment "anim_attachment_LH" "ValveBiped.Bip01_L_Hand" 0.00 0.00 0.00 rotate -90 -90 0
//TEXTURE DIRECTION
$cdmaterials "models\MKX\Sub-Zero"
//ESTRUCTURE THING
$surfaceprop "flesh"
//ANIMATIONS
$includemodel "m_anm.mdl"
$illumposition -34.359 0.000 -1.544
//BASIC SEQUENCES
$sequence ragdoll "ragdoll" ACT_VM_IDLE 1 fps 30.00
//SHADOWS
$opaque
$mostlyopaque
//JIGGLEBONES
$jigglebone "ijgglebone_1" {
is_rigid {
tip_mass 100
length 20
angle_constraint 60
}
}
$jigglebone "jigglebone_2" {
is_rigid {
tip_mass 100
length 20
angle_constraint 60
}
}
//PHYMODEL
$collisionjoints "phymodel.smd" {
$mass 90.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 120.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 125.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" z limit -46.00 46.00 0.00
$jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" z limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" z limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" z limit -46.00 46.00 0.00
$animatedfriction 1.000 400.000 0.500 0.000 0.300
}[/QUOTE]
No Idea if this will work but it worked for me when I ported a model from fallout: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=149568349[/url]
Hiho!
The qc looks fine for me, maybe there is something wrong with the vtf or vmt.
You can try a little test to check that the textures are maybe the problem:
Remove the all textures of the model from gmod and spawn the model.
It should be now in pink and black.
If your model is pink and black then check 2 things, the vmt parameters and the file-version of the vtf. As far as i remember Portal 2 vtf have/had a different file version and were always invisible in gmod. Use vtfedit or your fav program to re-convert the texture. You can also use vtex.exe from HL2 to convert tga files to vtf files.
Maybe that work. I hope i could help!
[QUOTE=SligWolf;47849562]Hiho!
The qc looks fine for me, maybe there is something wrong with the vtf or vmt.
You can try a little test to check that the textures are maybe the problem:
Remove the all textures of the model from gmod and spawn the model.
It should be now in pink and black.
If your model is pink and black then check 2 things, the vmt parameters and the file-version of the vtf. As far as i remember Portal 2 vtf have/had a different file version and were always invisible in gmod. Use vtfedit or your fav program to re-convert the texture. You can also use vtex.exe from HL2 to convert tga files to vtf files.
Maybe that work. I hope i could help![/QUOTE]
Well SligWolf, I don't say this, the model have c_models, when you click the player and restart, you got the c_models in good condition.
Ya, i noticed that after my post sorry. :/
Try using the tf2 studiomdl.exe to compile, it's pretty the best one to go with.
how many bones does the model have in total?
[QUOTE=fharen;47920009]how many bones does the model have in total?[/QUOTE]Judging from the picture, about 40
To OP: You should only have one entry for $model, a secondary one is not necessary for eyes, nor should the eyes be a separate SMD, they should be a part of the actual model and the eyes and mouth data should be in the main $model entry placed above the flexfile data
Also, if your SMDs are in the same folder as the QC, then the $cd line at the top isn't necessary either
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