• Crowbar Compiling QC Error.
    2 replies, posted
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
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