It's been a long time since I posted something new, but I do have one question about compiling some models from Source FilmMaker to Garry's Mod (I'll use the Splatoon Enhanced Inkling models for an example):
I tried compiling the first model of the Enhanced Inkling girl model (Blue eyes one), and this is what I get from compiling it for Gmod:
qdir: "c:\users\omega\downloads\gmod stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\decompiled 0.33\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\"
g_path: "C:\Users\Omega\Downloads\Gmod Stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\decompiled 0.33\inkling_girl_blueeyes.qc"
Building binary model files...
Working on "inkling_girl_blueeyes.qc"
SMD MODEL inkling_girl_blueeyes_reference.smd
VTA MODEL inkling_girl_blueeyes.vta
ERROR: c:\users\omega\downloads\gmod stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\decompiled 0.33\inkling_girl_blueeyes.qc(148): - unknown controller Eyelid
ERROR: Aborted Processing on 'props_splatoon/inklinggirl/inkling_girl_blueeyes.mdl'
Anyone know how to fix the unknown controller eyelid for this? Is it the edited QC file that's the problem? I may need some help for this, okay?
[editline]3rd December 2015[/editline]
Oh, and here is the QC file for the model I'm trying to compile for ragdoll use:
// Created by Crowbar 0.33.0.0
$ModelName "props_splatoon/inklinggirl/inkling_girl_blueeyes.mdl"
$Model "inkling" "inkling_girl_blueeyes_reference.smd" {
eyeball "eye_0" "bip_head" -3.800000 -5.000004 46.183199 "eyeball_r" 2 0 "iris_unused" 3.25
eyeball "eye_1" "bip_head" 3.800000 -5.000004 46.183199 "eyeball_l" 2 0 "iris_unused" 3.25
flexfile "inkling_girl_blueeyes.vta"
{
defaultflex frame 0
flex "Cheek-L-Up" frame 1
flex "Cheek-R-Up" frame 2
flex "Cheek-L-Puffy" frame 3
flex "Cheek-R-Puffy" frame 4
flex "Face-Bored" frame 5
flex "Face-Smirk" frame 6
flex "Face-Smirk-Teeth" frame 7
flex "Face-Mad-Open" frame 8
flex "Face-Happy-Open" frame 9
flex "Face-Happy" frame 10
flex "Face-Happy-Small" frame 11
flex "Face-Happy-D" frame 12
flex "Face-Happy-Teeth" frame 13
flex "Face-Sad" frame 14
flex "Face-Sad-Small" frame 15
flex "Face-Sad-D" frame 16
flex "Face-Worried-Teeth" frame 17
flex "Face-Yell" frame 18
flex "Face-Silent" frame 19
flex "Face-Pucker" frame 20
flex "Face-Whistle" frame 21
flex "Face-Pouty" frame 22
flex "Face-Nyeh" frame 23
flex "Face-Chew" frame 24
flex "Nose-Up" frame 25
flex "Nose-Down" frame 26
flex "EyeBrow-L-Angry" frame 27
flex "EyeBrow-R-Angry" frame 28
flex "EyeBrow-L-Worried" frame 29
flex "EyeBrow-R-Worried" frame 30
flex "EyeBrow-L-Sad" frame 31
flex "EyeBrow-R-Sad" frame 32
flex "EyeBrow-L-Surprised" frame 33
flex "EyeBrow-R-Surprised" frame 34
flex "EyeBrow-L-Disappointed" frame 35
flex "EyeBrow-R-Disappointed" frame 36
flex "Phon-AE" frame 37
flex "Phon-AH" frame 38
flex "Phon-AW" frame 39
flex "Phon-DS" frame 40
flex "Phon-EE" frame 41
flex "Phon-ER" frame 42
flex "Phon-FV" frame 43
flex "Phon-GK" frame 44
flex "Phon-MB" frame 45
flex "Phon-N" frame 46
flex "Phon-OH" frame 47
flex "Phon-OO" frame 48
flex "Phon-PP" frame 49
flex "Phon-SH" frame 50
flex "Phon-T" frame 51
flex "Phon-TH" frame 52
flex "Phon-UH" frame 53
flex "Phon-WQ" frame 54
flex "Phon-Y" frame 55
flex "Hair-L-Up" frame 56
flex "Hair-R-Up" frame 57
flex "Hair-L-Suction" frame 58
flex "Hair-R-Suction" frame 59
flex "Eyelid-L-Upper" frame 60
flex "Eyelid-L-Lower" frame 61
flex "Eyelid-R-Upper" frame 62
flex "Eyelid-R-Lower" frame 63
flex "Eyelid-White-Hider" frame 64
flex "Mouth-Tongue-Hide" frame 65
}
flexcontroller Eyelid-L-Upper range 0 1 Eyelid-L-Upper
flexcontroller Eyelid-L-Lower range 0 1 Eyelid-L-Lower
flexcontroller Eyelid-R-Upper range 0 1 Eyelid-R-Upper
flexcontroller Eyelid-R-Lower range 0 1 Eyelid-R-Lower
flexcontroller Eyelid-White-Hider range 0 1 Eyelid-White-Hider
flexcontroller Cheek-L-Up range 0 1 Cheek-L-Up
flexcontroller Cheek-R-Up range 0 1 Cheek-R-Up
flexcontroller Cheek-L-Puffy range 0 1 Cheek-L-Puffy
flexcontroller Cheek-R-Puffy range 0 1 Cheek-R-Puffy
flexcontroller Face-Bored range 0 1 Face-Bored
flexcontroller Face-Smirk range 0 1 Face-Smirk
flexcontroller Face-Smirk-Teeth range 0 1 Face-Smirk-Teeth
flexcontroller Face-Mad-Open range 0 1 Face-Mad-Open
flexcontroller Face-Happy-Open range 0 1 Face-Happy-Open
flexcontroller Face-Happy range 0 1 Face-Happy
flexcontroller Face-Happy-Small range 0 1 Face-Happy-Small
flexcontroller Face-Happy-D range 0 1 Face-Happy-D
flexcontroller Face-Happy-Teeth range 0 1 Face-Happy-Teeth
flexcontroller Face-Sad range 0 1 Face-Sad
flexcontroller Face-Sad-Small range 0 1 Face-Sad-Small
flexcontroller Face-Sad-D range 0 1 Face-Sad-D
flexcontroller Face-Worried-Teeth range 0 1 Face-Worried-Teeth
flexcontroller Face-Yell range 0 1 Face-Yell
flexcontroller Face-Silent range 0 1 Face-Silent
flexcontroller Face-Pucker range 0 1 Face-Pucker
flexcontroller Face-Whistle range 0 1 Face-Whistle
flexcontroller Face-Pouty range 0 1 Face-Pouty
flexcontroller Face-Nyeh range 0 1 Face-Nyeh
flexcontroller Face-Chew range 0 1 Face-Chew
flexcontroller Nose-Up range 0 1 Nose-Up
flexcontroller Nose-Down range 0 1 Nose-Down
flexcontroller Mouth-Tongue-Hide range 0 1 Mouth-Tongue-Hide
flexcontroller EyeBrow-L-Angry range 0 1 EyeBrow-L-Angry
flexcontroller EyeBrow-R-Angry range 0 1 EyeBrow-R-Angry
flexcontroller EyeBrow-L-Worried range 0 1 EyeBrow-L-Worried
flexcontroller EyeBrow-R-Worried range 0 1 EyeBrow-R-Worried
flexcontroller EyeBrow-L-Sad range 0 1 EyeBrow-L-Sad
flexcontroller EyeBrow-R-Sad range 0 1 EyeBrow-R-Sad
flexcontroller EyeBrow-L-Surprised range 0 1 EyeBrow-L-Surprised
flexcontroller EyeBrow-R-Surprised range 0 1 EyeBrow-R-Surprised
flexcontroller EyeBrow-L-Disappointed range 0 1 EyeBrow-L-Disappointed
flexcontroller EyeBrow-R-Disappointed range 0 1 EyeBrow-R-Disappointed
flexcontroller Hair-L-Up range 0 1 Hair-L-Up
flexcontroller Hair-R-Up range 0 1 Hair-R-Up
flexcontroller Hair-L-Suction range 0 1 Hair-L-Suction
flexcontroller Hair-R-Suction range 0 1 Hair-R-Suction
flexcontroller Phon-AE range 0 1 Phon-AE
flexcontroller Phon-AH range 0 1 Phon-AH
flexcontroller Phon-AW range 0 1 Phon-AW
flexcontroller Phon-DS range 0 1 Phon-DS
flexcontroller Phon-EE range 0 1 Phon-EE
flexcontroller Phon-ER range 0 1 Phon-ER
flexcontroller Phon-FV range 0 1 Phon-FV
flexcontroller Phon-GK range 0 1 Phon-GK
flexcontroller Phon-MB range 0 1 Phon-MB
flexcontroller Phon-N range 0 1 Phon-N
flexcontroller Phon-OH range 0 1 Phon-OH
flexcontroller Phon-OO range 0 1 Phon-OO
flexcontroller Phon-PP range 0 1 Phon-PP
flexcontroller Phon-SH range 0 1 Phon-SH
flexcontroller Phon-T range 0 1 Phon-T
flexcontroller Phon-TH range 0 1 Phon-TH
flexcontroller Phon-UH range 0 1 Phon-UH
flexcontroller Phon-WQ range 0 1 Phon-WQ
flexcontroller Phon-Y range 0 1 Phon-Y
flexcontroller eyes range -15 20 eyes_updown
flexcontroller eyes range -25 25 eyes_rightleft
%Eyelid-L-Upper = Eyelid-L-Upper
%Eyelid-L-Lower = Eyelid-L-Lower
%Eyelid-R-Upper = Eyelid-R-Upper
%Eyelid-R-Lower = Eyelid-R-Lower
%Eyelid-White-Hider = Eyelid-White-Hider
%Cheek-L-Up = Cheek-L-Up
%Cheek-R-Up = Cheek-R-Up
%Cheek-L-Puffy = Cheek-L-Puffy
%Cheek-R-Puffy = Cheek-R-Puffy
%Face-Bored = Face-Bored
%Face-Smirk = Face-Smirk
%Face-Smirk-Teeth = Face-Smirk-Teeth
%Face-Mad-Open = Face-Mad-Open
%Face-Happy-Open = Face-Happy-Open
%Face-Happy = Face-Happy
%Face-Happy-Small = Face-Happy-Small
%Face-Happy-D = Face-Happy-D
%Face-Happy-Teeth = Face-Happy-Teeth
%Face-Sad = Face-Sad
%Face-Sad-Small = Face-Sad-Small
%Face-Sad-D = Face-Sad-D
%Face-Worried-Teeth = Face-Worried-Teeth
%Face-Yell = Face-Yell
%Face-Silent = Face-Silent
%Face-Pucker = Face-Pucker
%Face-Whistle = Face-Whistle
%Face-Pouty = Face-Pouty
%Face-Nyeh = Face-Nyeh
%Face-Chew = Face-Chew
%Nose-Up = Nose-Up
%Nose-Down = Nose-Down
%Mouth-Tongue-Hide = Mouth-Tongue-Hide
%EyeBrow-L-Angry = EyeBrow-L-Angry
%EyeBrow-R-Angry = EyeBrow-R-Angry
%EyeBrow-L-Worried = EyeBrow-L-Worried
%EyeBrow-R-Worried = EyeBrow-R-Worried
%EyeBrow-L-Sad = EyeBrow-L-Sad
%EyeBrow-R-Sad = EyeBrow-R-Sad
%EyeBrow-L-Surprised = EyeBrow-L-Surprised
%EyeBrow-R-Surprised = EyeBrow-R-Surprised
%EyeBrow-L-Disappointed = EyeBrow-L-Disappointed
%EyeBrow-R-Disappointed = EyeBrow-R-Disappointed
%Hair-L-Up = Hair-L-Up
%Hair-R-Up = Hair-R-Up
%Hair-L-Suction = Hair-L-Suction
%Hair-R-Suction = Hair-R-Suction
%Phon-AE = Phon-AE
%Phon-AH = Phon-AH
%Phon-AW = Phon-AW
%Phon-DS = Phon-DS
%Phon-EE = Phon-EE
%Phon-ER = Phon-ER
%Phon-FV = Phon-FV
%Phon-GK = Phon-GK
%Phon-MB = Phon-MB
%Phon-N = Phon-N
%Phon-OH = Phon-OH
%Phon-OO = Phon-OO
%Phon-PP = Phon-PP
%Phon-SH = Phon-SH
%Phon-T = Phon-T
%Phon-TH = Phon-TH
%Phon-UH = Phon-UH
%Phon-WQ = Phon-WQ
%Phon-Y = Phon-Y
}
$SurfaceProp "flesh"
$Contents "solid"
$MostlyOpaque
$CDMaterials ""
$CDMaterials "models\props_splatoon\inklings\"
$CDMaterials "models\props_splatoon\inklings\blue\"
$CDMaterials ""
$TextureGroup "skinfamilies"
{
{ "Inkling_Girl_Body" "Inkling_Girl_Eyelid" }
{ "inkling_girl_body_alt" "inkling_girl_eyelid_alt" }
{ "inkling_girl_body2" "inkling_girl_eyelid2" }
{ "inkling_girl_body3" "inkling_girl_eyelid3" }
{ "inkling_girl_body4" "inkling_girl_eyelid4" }
{ "inkling_girl_body5" "inkling_girl_eyelid5" }
{ "inkling_girl_body6" "inkling_girl_eyelid6" }
{ "inkling_girl_body7" "inkling_girl_eyelid7" }
{ "inkling_girl_body8" "inkling_girl_eyelid8" }
{ "inkling_girl_body_color" "inkling_girl_eyelid_color" }
}
$Attachment "eyes" "bip_head" 0 7.3 5 rotate -90 -90 0
$Attachment "righteye" "bip_head" -3.8 7.3 5 rotate -90 -90 0
$Attachment "lefteye" "bip_head" 3.8 7.3 5 rotate -90 -90 0
$CBox 0 0 0 0 0 0
$BBox -10.957 -28.732 0 9.335 28.732 54.227
$Sequence "idle" {
"inkling_girl_blueeyes_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 60
}
$collisionjoints <inkling_girl_blueeyes_reference SMD>
{
<options>
}
For models to work in Garry's Mod, they need to have a phys model. you can do this in Blender. I think but you can do it in 3ds max, I have had experience. its very simple to do it. but not going into details, maybe search it up?
or decompile another model and use the phys model. just rig the arms etc to the body.
its that easy :D
(and add the line to the .QC I cant remember what it is, haven't ported things to GMod in a long time.)
What are you decompiling with? If you're using anything but crowbar, use that instead. The older decompilers have a tendency to break, particularly on flexes.
Also please use [noparse][code][/code][/noparse] tags for QC quotes. But yeah, from what I see, the whole QC is riddled with issues. Which makes me think either the original model was horribly compiled to begin with, or you're using an old decompiler.
But just from this
[code]ERROR: c:\users\omega\downloads\gmod stuff\models_019fdeb9-5af9-48ca-8e1b-bb823c447a9d\models\props_splatoon\inklinggirl\dec ompiled 0.33\inkling_girl_blueeyes.qc(148): - unknown controller Eyelid[/code]
You can tell, that you have an error on line 148 (but since there are so many different ones....)
[quote]
[QUOTE=God of Pro's!;49246926]For models to work in Garry's Mod, they need to have a phys model. you can do this in Blender. I think but you can do it in 3ds max, I have had experience. its very simple to do it. but not going into details, maybe search it up?
or decompile another model and use the phys model. just rig the arms etc to the body.
its that easy :D
(and add the line to the .QC I cant remember what it is, haven't ported things to GMod in a long time.)[/QUOTE]
[/quote]
A model can work just fine without a collisionbox in gmod. It just won't work well. And you need to use different tools to work with it. Actually even SFM works better with a well constructed collision mesh due to a lot of runtime stuff that depend on it (like texture projection)
I'll try the first solution first, but I am gonna have to get used to Blender since I hadn't used it in a long time. Also, just in case if nobody has released the enhanced Inklings in the Gmod workshop, I will try to re-rig the models to have collisions and physics to them. If the first solution doesn't work, I'll try a newer decompiler instead. Thanks for the help.
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