I'm porting some player models from HL2 to CS:S. I figure it's prettymuch the same as porting from GMod to CS:S. Anyway, I'm having a problem where for some reason if I change my in-game model with a model-switcher plugin to one of the ported models, sometimes it crashes my CS:S. (But server is fine.) What might be causing this? Here's a .qc if you want to see it:
[code]
$cd "C:\XXXXXXXXXXXXX"
$modelname "player\rg\prisoner_a.mdl"
$model "Natalya" "prisoner_a.smd"
$cdmaterials "models\player\rg\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -8.300 -3.727 -8.000 8.300 7.007 3.000
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.576 -2.377 -3.432 19.880 5.775 3.432
$hbox 6 "ValveBiped.Bip01_L_Calf" -0.291 -2.295 -3.432 20.883 4.151 3.432
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.288 -1.144 -2.579 5.720 4.576 2.007
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.576 -2.377 -3.432 19.880 5.775 3.432
$hbox 7 "ValveBiped.Bip01_R_Calf" -0.291 -2.295 -3.432 20.883 4.151 3.432
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.288 -1.144 -2.007 5.720 4.576 2.579
$hbox 3 "ValveBiped.Bip01_Spine1" -4.152 -3.258 -6.500 7.576 4.326 6.500
$hbox 2 "ValveBiped.Bip01_Spine2" 3.068 -3.000 -8.000 14.000 7.000 8.000
$hbox 1 "ValveBiped.Bip01_Neck1" -0.104 -2.576 -2.860 5.512 2.288 2.860
$hbox 1 "ValveBiped.Bip01_Head1" -0.416 -5.240 -3.800 8.360 4.600 3.800
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -3.144 -2.000 -2.000 14.872 2.000 2.000
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.716 -2.000 -2.000 13.156 2.000 2.000
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.291 -2.465 -1.716 6.583 1.550 2.860
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -3.144 -2.000 -2.000 14.872 2.000 2.000
$hbox 5 "ValveBiped.Bip01_R_Forearm" -1.716 -2.000 -2.000 13.156 2.000 2.000
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.291 -2.465 -2.860 6.583 1.550 1.716
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0.00 rotate 0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 1.00 -6.50 -0.00 rotate 0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 -0.00 rotate -0.00 90.00 90.00
$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
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$attachment "grenade0" "ValveBiped.Bip01_Spine" 4.08 3.90 8.66 rotate 82.85 25.20 20.51
$attachment "grenade1" "ValveBiped.Bip01_Spine" 3.81 1.45 8.92 rotate 72.71 80.54 78.54
$attachment "grenade2" "ValveBiped.Bip01_Spine" -2.13 4.42 -8.82 rotate -77.40 -55.53 -117.32
$attachment "grenade3" "ValveBiped.Bip01_Spine" 3.84 6.03 8.24 rotate 62.51 -75.79 -79.34
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 0.81 3.59 -6.30 rotate -1.52 -8.60 80.07
$attachment "primary" "ValveBiped.Bip01_Spine2" 4.00 -5.00 2.77 rotate 180 178.22 10.07
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 2.21 -0.19 -5.09 rotate -70.24 138.62 133.79
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 9.84 -6.01 1.49 rotate 84.37 -56.95 120.32
$attachment "c4" "ValveBiped.Bip01_Spine2" 9.36 -8.28 -6.81 rotate -41.21 58.90 18.01
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0.00 5.20 -0.00 rotate 0.00 0.00 -0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" -0.00 5.20 0.00 rotate 0.00 -0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" -0.00 0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "n_gun" "ValveBiped.Bip01_R_Hand" -0.00 0.00 0.00 rotate -0.00 -0.00 0.00
$includemodel "m_anm.mdl"
$includemodel "m_gst.mdl"
$includemodel "m_pst.mdl"
$includemodel "m_shd.mdl"
$includemodel "m_ss.mdl"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.weapon_bone_Clip"
$includemodel player/cs_player_shared.mdl
$includemodel "player/ak_anims_ct.mdl"
$surfaceprop "flesh"
$illumposition -0.654 0.000 36.127
$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 -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 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 -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 "tie1" x limit 0.00 0.00 0.00
$jointconstrain "tie1" y limit -100.00 100.00 0.00
$jointconstrain "tie1" z limit 0.00 115.00 0.00
$jointconstrain "tie2" x limit 0.00 0.00 0.00
$jointconstrain "tie2" y limit -40.00 40.00 0.00
$jointconstrain "tie2" z limit -110.00 120.00 0.00
$jointconstrain "tie3" x limit 0.00 0.00 0.00
$jointconstrain "tie3" y limit -30.00 30.00 0.00
$jointconstrain "tie3" z limit -110.00 120.00 0.00
$jointconstrain "tie4" x limit 0.00 0.00 0.00
$jointconstrain "tie4" y limit -20.00 20.00 0.00
$jointconstrain "tie4" z limit -110.00 120.00 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_l_hand" x limit -37.00 37.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 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 -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00
$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00
$jointconstrain "tie5" x limit 0.00 0.00 0.00
$jointconstrain "tie5" y limit -10.00 10.00 0.00
$jointconstrain "tie5" z limit -110.00 120.00 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
$animatedfriction 1.000 400.000 0.500 0.300 0.000
}
[/code]
In MS3D the model had the HL2 skeleton, but I merged it with the valve weapon bones from CS:S. Did I do this right?
Oh god haha. I thought this was a thread about how to convert mdl to mdl. :v: . But I don't know anything about your question, sorry.
[code]$includemodel "m_anm.mdl"
$includemodel "m_gst.mdl"
$includemodel "m_pst.mdl"
$includemodel "m_shd.mdl"
$includemodel "m_ss.mdl"
$includemodel player/cs_player_shared.mdl
$includemodel "player/ak_anims_ct.mdl"[/code]
You included HL2 anims and CSS Anims. That could do a crash, just include these:
[code]$includemodel player/cs_player_shared.mdl
$includemodel "player/ak_anims_ct.mdl"[/code]
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