• Models Invisible in Gmod, but not in HLMV?
    11 replies, posted
Like the title says, here are 2 examples... Vorcha QC: [code]$cd "C:\Documents and Settings\***** *****\My Documents\GMOD CMOD\Vorcha\models\ME2" $modelname "MassEffect\Vorcha\Vorcha.mdl" $model studio "Vorcha_refrence.smd" { flexfile "blank.vta" { flex "blank" frame 1 } flexfile "JawDrop.vta" { flex "JawDrop" frame 1} flexfile "NoseRaiser.vta" { flex "NoseRaiser" frame 1} flexfile "NoseLowerer.vta" { flex "NoseLowerer" frame 1} flexfile "LInnerBrowRaiser.vta" { flex "LInnerBrowRaiser" frame 1} flexfile "LInnerBrowLowerer.vta" { flex "LInnerBrowLowerer" frame 1} flexfile "LLowerCheekLowerer.vta" { flex "LLowerCheekLowerer" frame 1} flexfile "LLowerCheekRaiser.vta" { flex "LLowerCheekRaiser" frame 1} flexfile "LLowerLipRaiser.vta" { flex "LLowerLipRaiser" frame 1} flexfile "LookDown.vta" { flex "LookDown" frame 1} flexfile "LookLeft.vta" { flex "LookLeft" frame 1} flexfile "LookRight.vta" { flex "LookRight" frame 1} flexfile "LookUp.vta" { flex "LookUp" frame 1} flexfile "LOuterBrowLowerer.vta" { flex "LOuterBrowLowerer" frame 1} flexfile "LOuterBrowRaiser.vta" { flex "LOuterBrowRaiser" frame 1} flexfile "LUpperCheekRaiser.vta" { flex "LUpperCheekRaiser" frame 1} flexfile "LUpperCheekLowerer.vta" { flex "LUpperCheekLowerer" frame 1} flexfile "LUpperLipLowerer.vta" { flex "LUpperLipLowerer" frame 1} flexfile "LUpperLipRaiser.vta" { flex "LUpperLipRaiser" frame 1} flexfile "RInnerBrowRaiser.vta" { flex "RInnerBrowRaiser" frame 1} flexfile "RInnerBrowLowerer.vta" { flex "RInnerBrowLowerer" frame 1} flexfile "RLowerCheekLowerer.vta" { flex "RLowerCheekLowerer" frame 1} flexfile "RLowerCheekRaiser.vta" { flex "RLowerCheekRaiser" frame 1} flexfile "RLowerLipRaiser.vta" { flex "RLowerLipRaiser" frame 1} flexfile "ROuterBrowLowerer.vta" { flex "ROuterBrowLowerer" frame 1} flexfile "ROuterBrowRaiser.vta" { flex "ROuterBrowRaiser" frame 1} flexfile "RUpperCheekRaiser.vta" { flex "RUpperCheekRaiser" frame 1} flexfile "RUpperCheekLowerer.vta" { flex "RUpperCheekLowerer" frame 1} flexfile "RUpperLipLowerer.vta" { flex "RUpperLipLowerer" frame 1} flexfile "RUpperLipRaiser.vta" { flex "RUpperLipRaiser" frame 1} flexfile "Squint.vta" { flex "Squint" frame 1} flexfile "blank.vta" { flex "blank" frame 1} flexcontroller "phoneme" "blank" "range" 0.000 1.000 flexcontroller "phoneme" "JawDrop" "range" 0.000 1.000 flexcontroller "phoneme" "NoseRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "NoseLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "LInnerBrowRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "LInnerBrowLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "LLowerCheekLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "LLowerCheekRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "LLowerLipRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "LookDown" "range" 0.000 1.000 flexcontroller "phoneme" "LookLeft" "range" 0.000 1.000 flexcontroller "phoneme" "LookRight" "range" 0.000 1.000 flexcontroller "phoneme" "LookUp" "range" 0.000 1.000 flexcontroller "phoneme" "LOuterBrowLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "LOuterBrowRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "LUpperLipLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "LUpperLipRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "RInnerBrowRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "RInnerBrowLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "RLowerCheekLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "RLowerCheekRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "RLowerLipRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "ROuterBrowLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "ROuterBrowRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "RUpperLipLowerer" "range" 0.000 1.000 flexcontroller "phoneme" "RUpperLipRaiser" "range" 0.000 1.000 flexcontroller "phoneme" "Squint" "range" 0.000 1.000 flexcontroller "phoneme" "blank" "range" 0.000 1.000 %blank = blank %JawDrop = JawDrop %NoseRaiser = NoseRaiser %NoseLowerer = NoseLowerer %LookDown = LookDown %LookLeft = LookLeft %LookRight = LookRight %LookUp = LookUp %Squint = Squint %LInnerBrowRaiser = LInnerBrowRaiser %LInnerBrowLowerer = LInnerBrowLowerer %LLowerCheekLowerer = LLowerCheekLowerer %LLowerCheekRaiser = LLowerCheekRaiser %LLowerLipRaiser = LLowerLipRaiser %LOuterBrowLowerer = LOuterBrowLowerer %LOuterBrowRaiser = LOuterBrowRaiser %LUpperLipLowerer = LUpperLipLowerer %LUpperLipRaiser = LUpperLipRaiser %RInnerBrowRaiser = RInnerBrowRaiser %RInnerBrowLowerer = RInnerBrowLowerer %RLowerCheekLowerer = RLowerCheekLowerer %RLowerCheekRaiser = RLowerCheekRaiser %RLowerLipRaiser = RLowerLipRaiser %ROuterBrowLowerer = ROuterBrowLowerer %ROuterBrowRaiser = ROuterBrowRaiser %RUpperLipLowerer = RUpperLipLowerer %RUpperLipRaiser = RUpperLipRaiser %blank = blank } } } } } } } } } } } } } } } } } } } } } } } } } } } } } } } } $cdmaterials "models\MassEffect\vorcha\" $texturegroup skinfamilies { { ALN_TRO_NKDa_Diff_Stack_1" "ALN_HED_PRO_Diff_1" } { ALN_TRO_NKDa_Diff_Stack_1" "ALN_HED_PRO_Diff_2" } { ALN_TRO_NKDa_Diff_Stack_1" "ALN_HED_PRO_Diff_3" } { ALN_TRO_NKDa_Diff_Stack_1" "ALN_HED_PRO_Diff_4" } { ALN_TRO_NKDa_Diff_Stack_2" "ALN_HED_PRO_Diff_1" } { ALN_TRO_NKDa_Diff_Stack_2" "ALN_HED_PRO_Diff_2" } { ALN_TRO_NKDa_Diff_Stack_2" "ALN_HED_PRO_Diff_3" } { ALN_TRO_NKDa_Diff_Stack_2" "ALN_HED_PRO_Diff_4" } } $hboxset "default" $hbox 1 "Head" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "LeftShoulder" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "LeftElbow" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "LeftWrist" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "RightShoulder" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "RightElbow" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "RightWrist" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "LeftHip" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "LeftKnee" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 7 "RightHip" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "RightKnee" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 3 "Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "Chest1" -2.500 -2.500 -7.000 14.500 7.500 7.000 // Model uses material "ALN_TRO_NKDa_Diff_Stack.vmt" // Model uses material "ALN_HED_PRO_Diff.vmt" $surfaceprop "flesh" $eyeposition 0.000 0.000 70.000 $illumposition 0.000 0.654 36.127 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $collisionjoints "vorcha_phy.smd" { $concave $mass 100.0 $inertia 10.00 $damping 0.01 $rotdamping 1.50 $rootbone "God" $jointconstrain "Chest1" x limit -48.00 48.00 0.00 $jointconstrain "Chest1" y limit -25.00 25.00 0.00 $jointconstrain "Chest1" z limit -25.00 50.00 0.00 $jointconstrain "RightShoulder" x limit -30.00 30.00 0.00 $jointconstrain "RightShoulder" y limit -95.00 84.00 0.00 $jointconstrain "RightShoulder" z limit -86.00 26.00 0.00 $jointconstrain "RightElbow" x limit 0.00 0.00 0.00 $jointconstrain "RightElbow" y limit 0.00 0.00 0.00 $jointconstrain "RightElbow" z limit -149.00 4.00 0.00 $jointconstrain "LeftShoulder" x limit -30.00 30.00 0.00 $jointconstrain "LeftShoulder" y limit -95.00 84.00 0.00 $jointconstrain "LeftShoulder" z limit -86.00 26.00 0.00 $jointconstrain "LeftElbow" x limit 0.00 0.00 0.00 $jointconstrain "LeftElbow" y limit 0.00 0.00 0.00 $jointconstrain "LeftElbow" z limit -149.00 4.00 0.00 $jointconstrain "LeftWrist" x limit -111.00 111.00 0.00 $jointconstrain "LeftWrist" y limit -55.00 55.00 0.00 $jointconstrain "LeftWrist" z limit -50.00 50.00 0.00 $jointconstrain "RightWrist" x limit -111.00 111.00 0.00 $jointconstrain "RightWrist" y limit -55.00 55.00 0.00 $jointconstrain "RightWrist" z limit -50.00 50.00 0.00 $jointconstrain "LeftHip" x limit -30.00 30.00 0.00 $jointconstrain "LeftHip" y limit -41.00 41.00 0.00 $jointconstrain "LeftHip" z limit -66.00 66.00 0.00 $jointconstrain "LeftKnee" x limit -60.00 60.00 0.00 $jointconstrain "LeftKnee" y limit 0.00 0.00 0.00 $jointconstrain "LeftKnee" z limit 1.00 86.00 0.00 $jointconstrain "Head" x limit -37.00 37.00 0.00 $jointconstrain "Head" y limit -25.00 25.00 0.00 $jointconstrain "Head" z limit -32.00 55.00 0.00 $jointconstrain "RightHip" x limit -30.00 30.00 0.00 $jointconstrain "RightHip" y limit -41.00 41.00 0.00 $jointconstrain "RightHip" z limit -66.00 66.00 0.00 $jointconstrain "RightKnee" x limit -60.00 60.00 0.00 $jointconstrain "RightKnee" y limit 0.00 0.00 0.00 $jointconstrain "RightKnee" z limit 1.00 86.00 0.00 $jointconstrain "RightAnkle" x limit 0.00 0.00 0.00 $jointconstrain "RightAnkle" y limit -25.00 6.00 0.00 $jointconstrain "RightAnkle" z limit -15.00 35.00 0.00 $jointconstrain "LeftAnkle" x limit -1.00 1.00 0.00 $jointconstrain "LeftAnkle" y limit -19.00 19.00 0.00 $jointconstrain "LeftAnkle" z limit -46.00 46.00 0.00 } [/code] And ZeroSuit Samus: [code] $cd "C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\OtherM WIP Area\modelsSRC\ZeroSuit" $modelname "ZeroSuitSamus.mdl" $model "Samus" "zs_ref.smd" $cdmaterials "models\OtherM\ZeroSuit\" $hboxset "default" $surfaceprop "flesh" $eyeposition 0.000 0.000 70.000 $illumposition 0.000 0.654 36.127 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $collisionjoints "zs_phy.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 -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -41.00 41.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -66.00 66.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit 1.00 86.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -1.00 1.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 46.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -41.00 41.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -66.00 66.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit 1.00 86.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 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 -48.00 48.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -95.00 84.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -86.00 26.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -111.00 111.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -55.00 55.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -50.00 50.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -37.00 37.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -32.00 55.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -111.00 111.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -50.00 50.00 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 } $jigglebone "mot_breast" { is_rigid { tip_mass 50 length 5 angle_constraint 30 } has_base_spring { stiffness 300 damping 10 left_constraint -1 1 up_constraint -1 1 forward_constraint -1 1 } } [/code] [img]http://dl.dropbox.com/u/11742779/Zero.bmp[/img] [img]http://dl.dropbox.com/u/11742779/gm_kbmodernhouse0009.jpg[/img] Anyone know what is going on? Also if you know how to fix that wierdness in her hair, do share... Thanks!
Some of the normals might need to be flipped on the faces of the model.
[QUOTE=Itauske Roken;26018123]Some of the normals might need to be flipped on the faces of the model.[/QUOTE] eem, normals flipped? he said he sees model ok in model browser but not in game though. And as you said if "some" faces would be flipped then he should be able to see at least some small part of model which he doesn't. In my opinion it's some problem with materials specified in .QC file.
[QUOTE=Itauske Roken;26018123]Some of the normals might need to be flipped on the faces of the model.[/QUOTE] Sorry for being a noob, but I'm not sure what you mean by that... Also, i am using Milkshape...
[QUOTE=Korro Bravin;26018421]Sorry for being a noob, but I'm not sure what you mean by that... Also, i am using Milkshape...[/QUOTE] the Face is what's referred to on the model as the part you actually see. In some cases where the model has been messed up somewhere from importing the 'face' that has the texture will 'flip' showing a blank spot. a 'normal' is the actual visual of the texture being seen so basically where you see black or if you can see parts of the head or body you shouldn't a face is backwards. As for how I know this I had to deal with a messed up hair on a Cortana model in blender.
[QUOTE=Itauske Roken;26018896]the Face is what's referred to on the model as the part you actually see. In some cases where the model has been messed up somewhere from importing the 'face' that has the texture will 'flip' showing a blank spot. a 'normal' is the actual visual of the texture being seen so basically where you see black or if you can see parts of the head or body you shouldn't a face is backwards. As for how I know this I had to deal with a messed up hair on a Cortana model in blender.[/QUOTE] Ok, that is not the problem as far as I know... It's that the model is completely invisible in gmod... Edit: Odd... I just got Zero suit working... very strange... Perhaps it was the filepaths? But now i am faced with a larger issue... Dynamic Shaodws... there are none (Volmetric, like flashlight)
That I can't help with since I'm a n00b at QC scripting. :p
show me the .vmt
[code]"VertexlitGeneric" { "$basetexture" "models/OtherM/ZeroSuit/kana_holster_mini" "$phong" "1" "$phongexponent" "50" "$phongboost" "1" "$phongfresnelranges""[0.75 1 3]" "$halflambert" "1" } "VertexlitGeneric" { "$basetexture" "models/OtherM/ZeroSuit/zero_body_all" "$bumpmap" "models/OtherM/ZeroSuit/zero_body_all_b" "$surfaceprop" "ArmorFlesh" "$phong" "1" "$phongexponent" "50" "$phongboost" "1" "$phongfresnelranges""[0.75 1 3]" "$halflambert" "1" } "VertexlitGeneric" { "$basetexture" "models/OtherM/ZeroSuit/zero_hair_all" "$alphatest" "1" "$nocull" "1" "$phong" "0" "$phongexponent" "50" "$phongboost" "1" "$phongfresnelranges""[0.75 1 3]" "$halflambert" "1" } [/code] Those are all separated into different VMT's
Don't you need .vmt or .vtf at the end of those? Just a random guess.
[QUOTE=Itauske Roken;26034625]Don't you need .vmt or .vtf at the end of those? Just a random guess.[/QUOTE] No, they are not required in .vmt files.
Ah well ignore that comment then it's not any help.
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