• Need Help With Turning Ragdolls and Models into Player Models
    7 replies, posted
I run a TTT server, with Pointshop. Right now I've been attempting to make a Slender Man Model from ([url]http://www.garrysmod.org/downloads/?a=view&id=131018[/url]) into a player model. I decompiled it, added animation of a male to it, $includemodel "player/male_anims.mdl". Then I recompile the model. This causes issues though. When I upload it to my server, the model that is in the files does not work. It is invisible, as if it didn't load. I made sure though that players should download it. Am I doing something wrong? And if so, what? I would appreciate if I could get a step by step of what to do if possible, but if not trouble shooting works just as fine.
Did you rig it to the valve skeleton? Just because you've added animations doesn't mean its on the right skeleton. The skeleton its on needs to have them to run them.
How can I best do that?
I dont know, Im trying to figure that out myself. I read the valve dev wiki though , it helps..Kinda. [url]https://developer.valvesoftware.com/wiki/Skeletons_and_Rigging[/url]
[QUOTE]$cd "C:\Users\Jacob\Documents\Slender" $modelname "models\slenderman\slenderman.mdl" $model "slender" "models\slenderman\slender.smd" $cdmaterials "materials\models\slenderman\" $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 // Model uses material "slender_hands.vmt" // Model uses material "slender_suit.vmt" // Model uses material "slender_mask_right.vmt" // Model uses material "slender_mask_left.vmt" $attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0.00 90.00 90.00 $attachment "forward" "ValveBiped.forward" 0.00 0.00 -0.00 rotate 0.00 0.00 0.00 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" $includemodel "player/male_anims.mdl" $surfaceprop "flesh" $eyeposition -0.000 -0.000 70.000 $illumposition -0.637 -0.000 35.954 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 $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 -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -10.00 15.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -90.00 45.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 115.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -10.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -90.00 45.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 115.00 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_spine2" x limit -10.00 10.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -140.00 110.00 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 -150.00 5.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -110.00 140.00 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 -150.00 5.00 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 -60.00 80.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -20.00 20.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -26.00 30.00 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 -60.00 80.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00 $animatedfriction 1.000 400.000 0.500 0.300 0.000 } [/QUOTE] This is the code for the one I'm attempting to add. It's in the QC.
So I believe that it is already hooked up skeleton wise.
If that's the Slenderman model I originally made, then yeah, it'll be rigged to the Valve skeleton.
Post your compilelog Remove one set of that hitbox set. No clue why you have two.
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