Hi, first of all im Spanish so sorry for my English, il try my best.
I got a problem with Crowbar, Crowbar let me compile the QC BUT he gave me an empty MDL file. Why this happens?
Here`s The LOG:
Compiling with Crowbar 0.34.0.0: "C:\Users\Luis\Desktop\QC\re6_bsaa_1 - copia.qc" ...
Compiling ".\re6_bsaa_1 - copia.qc" ...
qdir: "c:\users\luis\desktop\qc\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\"
g_path: "re6_bsaa_1 - copia.qc"
Building binary model files...
Working on "re6_bsaa_1 - copia.qc"
SMD MODEL re6_bsaa_1_reference.smd
VTA MODEL re6_bsaa_1.vta
SMD MODEL re6_bsaa_1_torso_combatshirt.smd
SMD MODEL re6_bsaa_1_torso_combatshirt_2-3rds.smd
SMD MODEL re6_bsaa_1_torso_combatshirt_rolled.smd
SMD MODEL re6_bsaa_1_torso_softshell_collar_up.smd
SMD MODEL re6_bsaa_1_torso_softshell_rs_collar_up.smd
SMD MODEL re6_bsaa_1_torso_softshell.smd
SMD MODEL re6_bsaa_1_torso_softshell_rs.smd
SMD MODEL re6_bsaa_1_hands_gloves.smd
SMD MODEL re6_bsaa_1_hands_gloves_re5.smd
SMD MODEL re6_bsaa_1_hands_gloves_chris.smd
SMD MODEL re6_bsaa_1_legs.smd
SMD MODEL re6_bsaa_1_legs_noknees.smd
SMD MODEL re6_bsaa_1_boots_re6.smd
SMD MODEL re6_bsaa_1_boots_re5.smd
SMD MODEL re6_bsaa_1_gear_head_eyepro.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_goggles_0.sm d
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_goggles_1.sm d
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_goggles_2.sm d
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_goggles_3.sm d
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_nv_0.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_nv_1.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_nv_l_0.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_nv_l_1.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_nvq_0.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_nvq_1.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_headset.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_headset_finn.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_rebreather.s md
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_rebreather_l handed.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_gasmask.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_gasmask_lhanded.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_headlamp.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet_headlamp_l.s md
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmet.smd
SMD MODEL re6_bsaa_gear_helmet_gear_head_helmetb.smd
SMD MODEL re6_bsaa_outfits_legs_piers_casual.smd
SMD MODEL re6_bsaa_outfits_legs_piers_casual_belt.smd
SMD MODEL re6_bsaa_outfits_legs_re5.smd
SMD MODEL re6_bsaa_outfits_legs_re5_noknees.smd
SMD MODEL re6_bsaa_outfits_legs_piers.smd
SMD MODEL re6_bsaa_outfits_legs_piers_noknees.smd
SMD MODEL re6_bsaa_outfits_torso_tshirt.smd
SMD MODEL re6_bsaa_outfits_torso_softshell_re5.smd
SMD MODEL re6_bsaa_outfits_torso_softshell_re5_rs.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_collar_armor.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_collar_scarf.smd
SMD MODEL re6_bsaa_gear_vest_gear_deltoids_armor.smd
SMD MODEL re6_bsaa_gear_vest_gear_arms_elbowpads.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_vest_re6.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_vest_re5.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_bsaa_1.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_bsaa_2.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_bsaa_3.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_chris.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_josh.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_dave.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_dave_empty.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_delta_w.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kirk.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_assault.sm d
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_rifleman.s md
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_heavy.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_support.sm d
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_operator.s md
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_operator_e mpty.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_operator_a .smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_operator_a _empty.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_pilot.smd
SMD MODEL re6_bsaa_gear_vest_gear_vest_preset_kit_bloo.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_knife.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_knife_empty.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_knife_r.smd
SMD MODEL re6_bsaa_gear_vest_gear_chest_knife_r_empty.smd
SMD MODEL re6_bsaa_gear_vest_gear_waist_crotchpad.smd
SMD MODEL re6_bsaa_gear_vest_gear_waist_crotchpad_alt.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_belt.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_belt_piers.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_bsaa_1.s md
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_bsaa_2.s md
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_chris.sm d
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_chris_em pty.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_piersish .smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_custom_1 .smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_custom_2 .smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_custom_3 .smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_waist_preset_custom_4 .smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_leg_r_holster_re5.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_leg_r_holster_re5_emp ty.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_leg_r_magpouches.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_leg_r_pouches.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_leg_r_pierspouches.sm d
SMD MODEL re6_bsaa_gear_lowerbody_gear_leg_r_holster_tacligh t.smd
SMD MODEL re6_bsaa_gear_lowerbody_gear_leg_r_holster_magpouc h.smd
SMD MODEL re6_bsaa_1_anims\ragdoll.smd
SMD MODEL re6_bsaa_1_physics.smd
Max flex verts 449
Processing jointed collision model
ValveBiped.Bip01_Pelvis ( 10 verts, 1 convex elements) volume: 709.58
ValveBiped.Bip01_Spine1 ( 16 verts, 1 convex elements) volume: 577.50
ValveBiped.Bip01_Spine2 ( 24 verts, 1 convex elements) volume: 1452.23
ValveBiped.Bip01_Neck1 ( 8 verts, 1 convex elements) volume: 22.14
ValveBiped.Bip01_Head1 ( 16 verts, 1 convex elements) volume: 288.53
ValveBiped.Bip01_L_Clavicle ( 8 verts, 1 convex elements) volume: 53.64
ValveBiped.Bip01_L_UpperArm ( 8 verts, 1 convex elements) volume: 85.74
ValveBiped.Bip01_L_Forearm ( 8 verts, 1 convex elements) volume: 112.35
ValveBiped.Bip01_L_Hand ( 8 verts, 1 convex elements) volume: 19.61
ValveBiped.Bip01_R_Clavicle ( 8 verts, 1 convex elements) volume: 53.64
ValveBiped.Bip01_R_UpperArm ( 8 verts, 1 convex elements) volume: 81.94
ValveBiped.Bip01_R_Forearm ( 8 verts, 1 convex elements) volume: 111.98
ValveBiped.Bip01_R_Hand ( 8 verts, 1 convex elements) volume: 19.61
ValveBiped.Bip01_L_Thigh ( 8 verts, 1 convex elements) volume: 423.05
ValveBiped.Bip01_L_Calf ( 8 verts, 1 convex elements) volume: 240.83
ValveBiped.Bip01_L_Foot ( 10 verts, 1 convex elements) volume: 134.54
ValveBiped.Bip01_R_Thigh ( 8 verts, 1 convex elements) volume: 423.05
ValveBiped.Bip01_R_Calf ( 8 verts, 1 convex elements) volume: 240.83
ValveBiped.Bip01_R_Foot ( 10 verts, 1 convex elements) volume: 134.54
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\models/bloocobalt\resident evil\re6_bsaa_1.mdl:
bones 6816 bytes (25)
animation x y ips angle
@ragdoll 0.00 0.00 : 0.00 ( 90.00) 3.3
animations 1044 bytes (1 anims) (101 frames) [0:03]
sequences 316 bytes (1 seq)
... Compiling ".\re6_bsaa_1 - copia.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.34.0.0: "C:\Users\Luis\Desktop\QC\re6_bsaa_1 - copia.qc" finished.
And this is the QC:
// Created by Crowbar 0.34.0.0
$ModelName "bloocobalt\resident evil\re6_bsaa_1.mdl"
$Model "re6_bsaa_1" "re6_bsaa_1_reference.smd" {
flexfile "re6_bsaa_1.vta"
{
defaultflex frame 0
flexpair "Blink" 1 frame 1
flexpair "eyelid_droop" 1 frame 2
flexpair "eyelid_lower_up" 1 frame 3
flexpair "eyelid_upper_up" 1 frame 4
flexpair "eyelid_wide" 1 frame 5
flexpair "eyebrow_down" 1 frame 6
flexpair "eyebrow_up" 1 frame 7
flexpair "eyebrow_outer_down" 1 frame 8
flexpair "eyebrow_outer_up" 1 frame 9
flexpair "cheek_up" 1 frame 10
flex "ALERT" frame 11
flex "Relax" frame 12
flex "derp" frame 13
flex "sphere" frame 14
}
flexcontroller phoneme range 0 1 blink_right
flexcontroller phoneme range 0 1 blink_left
flexcontroller phoneme range 0 1 eyelid_droop_right
flexcontroller phoneme range 0 1 eyelid_droop_left
flexcontroller phoneme range 0 1 Eyelid_lower_Up_Right
flexcontroller phoneme range 0 1 eyelid_lower_up_Left
flexcontroller phoneme range 0 1 Eyelid_upper_up_right
flexcontroller phoneme range 0 1 eyelid_upper_up_left
flexcontroller phoneme range 0 1 eyelid_wide_right
flexcontroller phoneme range 0 1 eyelid_wide_left
flexcontroller phoneme range 0 1 eyebrow_down_right
flexcontroller phoneme range 0 1 eyebrow_down_left
flexcontroller phoneme range 0 1 eyebrow_up_right
flexcontroller phoneme range 0 1 eyebrow_up_left
flexcontroller phoneme range 0 1 eyebrow_outer_down_right
flexcontroller phoneme range 0 1 eyebrow_outer_down_left
flexcontroller phoneme range 0 1 eyebrow_outer_up_right
flexcontroller phoneme range 0 1 eyebrow_outer_up_left
flexcontroller phoneme range 0 1 cheek_up_right
flexcontroller phoneme range 0 1 cheek_up_left
flexcontroller phoneme range 0 1 ALERT
flexcontroller phoneme range 0 1 Relax
flexcontroller phoneme range 0 1 Derp
flexcontroller phoneme range 0 1 Sphere
flexcontroller phoneme range 0 1 blank
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
localvar blank
%BlinkL = blink_left
%BlinkR = blink_right
%eyelid_droopL = eyelid_droop_left
%eyelid_droopR = eyelid_droop_right
%eyelid_lower_upL = eyelid_lower_up_Left
%eyelid_lower_upR = Eyelid_lower_Up_Right
%eyelid_upper_upL = eyelid_upper_up_left
%eyelid_upper_upR = Eyelid_upper_up_right
%eyelid_wideL = eyelid_wide_left
%eyelid_wideR = eyelid_wide_right
%eyebrow_downL = eyebrow_down_left
%eyebrow_downR = eyebrow_down_right
%eyebrow_upL = eyebrow_up_left
%eyebrow_upR = eyebrow_up_right
%eyebrow_outer_downL = eyebrow_outer_down_left
%eyebrow_outer_downR = eyebrow_outer_down_right
%eyebrow_outer_upL = eyebrow_outer_up_left
%eyebrow_outer_upR = eyebrow_outer_up_right
%cheek_upL = cheek_up_left
%cheek_upR = cheek_up_right
%ALERT = ALERT
%Relax = Relax
%derp = Derp
%sphere = Sphere
%blank = blank
}
$BodyGroup "UpperBody"
{
studio "re6_bsaa_1_torso_combatshirt.smd"
studio "re6_bsaa_1_torso_combatshirt_2-3rds.smd"
studio "re6_bsaa_1_torso_combatshirt_rolled.smd"
studio "re6_bsaa_1_torso_softshell_collar_up.smd"
studio "re6_bsaa_1_torso_softshell_rs_collar_up.smd"
studio "re6_bsaa_1_torso_softshell.smd"
studio "re6_bsaa_1_torso_softshell_rs.smd"
}
$BodyGroup "Hands"
{
studio "re6_bsaa_1_hands_gloves.smd"
studio "re6_bsaa_1_hands_gloves_re5.smd"
studio "re6_bsaa_1_hands_gloves_chris.smd"
}
$BodyGroup "Legs"
{
studio "re6_bsaa_1_legs.smd"
studio "re6_bsaa_1_legs_noknees.smd"
}
$BodyGroup "Boots"
{
studio "re6_bsaa_1_boots_re6.smd"
studio "re6_bsaa_1_boots_re5.smd"
}
$BodyGroup "Facewear"
{
studio "re6_bsaa_1_gear_head_eyepro.smd"
}
$BodyGroup "Helmet_Gear"
{
studio "re6_bsaa_gear_helmet_gear_head_helmet_goggles_0.s md"
studio "re6_bsaa_gear_helmet_gear_head_helmet_goggles_1.s md"
studio "re6_bsaa_gear_helmet_gear_head_helmet_goggles_2.s md"
studio "re6_bsaa_gear_helmet_gear_head_helmet_goggles_3.s md"
studio "re6_bsaa_gear_helmet_gear_head_helmet_nv_0.sm d"
studio "re6_bsaa_gear_helmet_gear_head_helmet_nv_1.sm d"
studio "re6_bsaa_gear_helmet_gear_head_helmet_nv_l_0. smd"
studio "re6_bsaa_gear_helmet_gear_head_helmet_nv_l_1. smd"
studio "re6_bsaa_gear_helmet_gear_head_helmet_nvq_0.s md"
studio "re6_bsaa_gear_helmet_gear_head_helmet_nvq_1.s md"
}
$BodyGroup "Headset"
{
studio "re6_bsaa_gear_helmet_gear_head_headset.smd"
studio "re6_bsaa_gear_helmet_gear_head_headset_finn.s md"
}
$BodyGroup "Facewear"
{
studio "re6_bsaa_gear_helmet_gear_head_helmet_rebreather. smd"
studio "re6_bsaa_gear_helmet_gear_head_helmet_rebreather_ lhanded.smd"
studio "re6_bsaa_gear_helmet_gear_head_gasmask.smd"
studio "re6_bsaa_gear_helmet_gear_head_gasmask_lhanded.sm d"
}
$BodyGroup "Helmet_Headlamp"
{
studio "re6_bsaa_gear_helmet_gear_head_helmet_headlamp.sm d"
studio "re6_bsaa_gear_helmet_gear_head_helmet_headlamp_l. smd"
}
$BodyGroup "Headwear"
{
studio "re6_bsaa_gear_helmet_gear_head_helmet.smd"
studio "re6_bsaa_gear_helmet_gear_head_helmetb.smd"
}
$BodyGroup "Pants"
{
studio "re6_bsaa_outfits_legs_piers_casual.smd"
studio "re6_bsaa_outfits_legs_piers_casual_belt.smd"
studio "re6_bsaa_outfits_legs_re5.smd"
studio "re6_bsaa_outfits_legs_re5_noknees.smd"
studio "re6_bsaa_outfits_legs_piers.smd"
studio "re6_bsaa_outfits_legs_piers_noknees.smd"
}
$BodyGroup "Shirt"
{
studio "re6_bsaa_outfits_torso_tshirt.smd"
studio "re6_bsaa_outfits_torso_softshell_re5.smd"
studio "re6_bsaa_outfits_torso_softshell_re5_rs.smd"
}
$BodyGroup "CollarGear"
{
studio "re6_bsaa_gear_vest_gear_chest_collar_armor.sm d"
studio "re6_bsaa_gear_vest_gear_chest_collar_scarf.sm d"
}
$BodyGroup "DeltoidGear"
{
studio "re6_bsaa_gear_vest_gear_deltoids_armor.smd"
}
$BodyGroup "ElbowPads"
{
studio "re6_bsaa_gear_vest_gear_arms_elbowpads.smd"
}
$BodyGroup "Vest"
{
studio "re6_bsaa_gear_vest_gear_chest_vest_re6.smd"
studio "re6_bsaa_gear_vest_gear_chest_vest_re5.smd"
}
$BodyGroup "Gear_Vest"
{
studio "re6_bsaa_gear_vest_gear_vest_preset_bsaa_1.sm d"
studio "re6_bsaa_gear_vest_gear_vest_preset_bsaa_2.sm d"
studio "re6_bsaa_gear_vest_gear_vest_preset_bsaa_3.sm d"
studio "re6_bsaa_gear_vest_gear_vest_preset_chris.smd "
studio "re6_bsaa_gear_vest_gear_vest_preset_josh.smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_dave.smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_dave_empty.sm d"
studio "re6_bsaa_gear_vest_gear_vest_preset_delta_w.s md"
studio "re6_bsaa_gear_vest_gear_vest_preset_kirk.smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_assault.s md"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_rifleman. smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_heavy.smd "
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_support.s md"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_operator. smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_operator_ empty.smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_operator_ a.smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_operator_ a_empty.smd"
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_pilot.smd "
studio "re6_bsaa_gear_vest_gear_vest_preset_kit_bloo. smd"
}
$BodyGroup "Gear_Knife_L"
{
studio "re6_bsaa_gear_vest_gear_chest_knife.smd"
studio "re6_bsaa_gear_vest_gear_chest_knife_empty.smd "
}
$BodyGroup "Gear_Knife_R"
{
studio "re6_bsaa_gear_vest_gear_chest_knife_r.smd"
studio "re6_bsaa_gear_vest_gear_chest_knife_r_empty.s md"
}
$BodyGroup "WaistGear_Crotchpad"
{
studio "re6_bsaa_gear_vest_gear_waist_crotchpad.smd"
studio "re6_bsaa_gear_vest_gear_waist_crotchpad_alt.s md"
}
$BodyGroup "Waist"
{
studio "re6_bsaa_gear_lowerbody_gear_waist_belt.smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_belt_piers.smd "
}
$BodyGroup "WaistGear"
{
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_bsaa_1. smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_bsaa_2. smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_chris.s md"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_chris_e mpty.smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_piersis h.smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_custom_ 1.smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_custom_ 2.smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_custom_ 3.smd"
studio "re6_bsaa_gear_lowerbody_gear_waist_preset_custom_ 4.smd"
}
$BodyGroup "Gear_Leg_R"
{
studio "re6_bsaa_gear_lowerbody_gear_leg_r_holster_re5.sm d"
studio "re6_bsaa_gear_lowerbody_gear_leg_r_holster_re5_em pty.smd"
studio "re6_bsaa_gear_lowerbody_gear_leg_r_magpouches.smd "
studio "re6_bsaa_gear_lowerbody_gear_leg_r_pouches.sm d"
studio "re6_bsaa_gear_lowerbody_gear_leg_r_pierspouches.s md"
}
$BodyGroup "Gear_Leg_R_HolsterEquip"
{
studio "re6_bsaa_gear_lowerbody_gear_leg_r_holster_taclig ht.smd"
studio "re6_bsaa_gear_lowerbody_gear_leg_r_holster_magpou ch.smd"
}
$SurfaceProp "flesh"
$Contents "solid"
$EyePosition 0 0 70
$MaxEyeDeflection 90
$MostlyOpaque
$CDMaterials "models\bloocobalt\resident_evil\"
$Attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0 rotate 0 -80.1 -90
$Attachment "mouth" "ValveBiped.Bip01_Head1" 1 -6.5 0 rotate 0 -80 -90
$Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$Attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$CBox 0 0 0 0 0 0
$BBox -13.405 -36.049 -4.765 10.634 36.025 74.722
$Sequence "ragdoll" {
"re6_bsaa_1_anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}
$IncludeModel "m_anm.mdl"
$IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$CollisionJoints "re6_bsaa_1_physics.smd"
{
$mass 0
$inertia 10
$damping 0.01
$rotdamping 1.5
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -55 90 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -140 140 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -12 145 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -90 55 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -140 140 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 145 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -55 35 0
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -70 70 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -65 95 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -28 19 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -16 26 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit -10 46 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -115 150 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -135 135 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -140 30 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -28 19 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -16 26 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit -10 46 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -150 115 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -135 135 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -140 30 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -70 70 0
$jointconstrain "ValveBiped.Bip01_Neck1" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_Neck1" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_Neck1" z limit 0 0 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -70 70 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -65 40 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -70 70 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -40 40 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -55 35 0
}
$CollisionText
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.000000"
"animfrictiontimehold" "0.300000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "90.000000"
"jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_Spin e1"
}
}
IF anyone can help THX ;D
Maybe model have too many parts or something. Try to compile this without using Crowbar and remove every SPACE in name of QC file.
[editline]25th July 2016[/editline]
Also chande line:
"jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_[B]Spin e1[/B]"
to
"jointmerge" "ValveBiped.Bip01_Pelvis,ValveBiped.Bip01_[B]Spine1[/B]"
There is a limit of how many .smd (except animations) you can have per model. I believe you can have maximum of 30 smds, not sure even of the limit being that high. You are using too many bodygroups, infact too many smds
Sorry, you need to Log In to post a reply to this thread.