• Texture bodygroups for a model?
    14 replies, posted
I created a giant reskin for a model i did not create and was wondering how to make it a texture bodygroup and not a separate model, And all i could find when i looked it up is how to create bodygroups for new models on existing models. Any help would be much helpfull, thanks. ;)
You'll need to decompile the model, add the skingroup stuff to the QC and then recompile it again. Cannonfodder's decompiler works the best, but you may want to clean out a few things from the QC it spits out, like the $cd command. Also, bodygroups and skingroups are two seperate things, the former being for mesh alterations, the latter being just for the texture. You can find the stuff you'll need to add to the QC in here: [url]https://developer.valvesoftware.com/wiki/Multiple_Skins[/url]
[QUOTE=one free man;41164944]You'll need to decompile the model, add the skingroup stuff to the QC and then recompile it again. Cannonfodder's decompiler works the best, but you may want to clean out a few things from the QC it spits out, like the $cd command. Also, bodygroups and skingroups are two seperate things, the former being for mesh alterations, the latter being just for the texture. You can find the stuff you'll need to add to the QC in here: [url]https://developer.valvesoftware.com/wiki/Multiple_Skins[/url][/QUOTE] Thanks for the help! really informative ;) but i have a question, i have reskined an entire complex model... so i don't want to switch textures one by one, and want them to be in one package somehow, is this possible and how?
If you're wanting to have multiple variants of a texture assigned to the same model, it's possible through adding skingroups to the model. It can be done, and examples are provided in the the link that one free man provided you with in their previous post.
[QUOTE=pyromaniacguy;41168821]Thanks for the help! really informative ;) but i have a question, i have reskined an entire complex model... so i don't want to switch textures one by one, and want them to be in one package somehow, is this possible and how?[/QUOTE] Do you mean that the model uses more than one texture per skin? If so, that's also easy to make work with skingroups, If a model would usually have textures set up in groups like [QUOTE] { "Skin_1" } { "Skin_2" } [/QUOTE] Then it could use multiple textures in each by: [QUOTE] { "Skin1_Part1" "Skin1_Part2" } { "Skin2_Part1" "Skin2_Part2" } [/QUOTE] Then by selecting the first skin, it would load Skin1_Part1 and Skin1_part2 at the same time. You can have as many as you want within the brackets.
[QUOTE=one free man;41169253]Do you mean that the model uses more than one texture per skin? If so, that's also easy to make work with skingroups, If a model would usually have textures set up in groups like Then it could use multiple textures in each by: Then by selecting the first skin, it would load Skin1_Part1 and Skin1_part2 at the same time. You can have as many as you want within the brackets.[/QUOTE] Hm... This is very odd. now that i have done that it spawns with missing texture..textures(?) it spawns with all its model body groups active on spawn,(which it should not) and spawns halfway in the ground when using tools. maybe refering to the missing texture part i have not placed them in the correct folder, and to the active model bodygroups problem it may have to do with me needing to remove a line of code for it to be able to compile with (it was just the blank facial expression so i thought it wouldn't matter) do you know how i should fix this?
Post your QC, that will help us work out the issue.
[QUOTE=Omolong;41175086]Post your QC, that will help us work out the issue.[/QUOTE] Welp, here goes nothin' $modelname "RTBModels/Vocaloid/HatsuneMiku.mdl" $model "Miku" "Miku_Face.smd" { flexfile "mdldecompiler_expressions.vta" { flex "LBrow_Raise" frame 1 flex "LBrow_Lower" frame 2 flex "LBrow_Angry" frame 3 flex "LBrow_Sad" frame 4 flex "RBrow_Raise" frame 5 flex "RBrow_Lower" frame 6 flex "RBrow_Angry" frame 7 flex "RBrow_Sad" frame 8 flex "LEye_Close" frame 9 flex "LEye_Wink" frame 10 flex "LEye_Half" frame 11 flex "LEye_Wide" frame 12 flex "REye_Close" frame 13 flex "REye_Wink" frame 14 flex "REye_Half" frame 15 flex "REye_Wide" frame 16 flex "AE" frame 17 flex "AH" frame 18 flex "AW" frame 19 flex "DS" frame 20 flex "EE" frame 21 flex "ER" frame 22 flex "FV" frame 23 flex "GK" frame 24 flex "MB" frame 25 flex "N" frame 26 flex "OH" frame 27 flex "OO" frame 28 flex "PP" frame 29 flex "SH" frame 30 flex "T" frame 31 flex "TH" frame 32 flex "UH" frame 33 flex "WQ" frame 34 flex "Y" frame 35 flex "Smile" frame 36 flex "Frown" frame 37 flex "Nya" frame 38 } eyeball righteye j_kao_wj -1.523 -0.092 56.726 eyeball_r 0.000 4.000 F_DIVA_MIK000_KAO 3.050 eyeball lefteye j_kao_wj 1.523 -0.092 56.726 eyeball_l 0.000 -4.000 F_DIVA_MIK000_KAO 3.050 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split -0.1 eyeball lefteye flexcontroller LBrow_Raise LBrow_Raise "range" 0.000 1.000 flexcontroller LBrow_Lower LBrow_Lower "range" 0.000 1.000 flexcontroller LBrow_Angry LBrow_Angry "range" 0.000 1.000 flexcontroller LBrow_Sad LBrow_Sad "range" 0.000 1.000 flexcontroller RBrow_Raise RBrow_Raise "range" 0.000 1.000 flexcontroller RBrow_Lower RBrow_Lower "range" 0.000 1.000 flexcontroller RBrow_Angry RBrow_Angry "range" 0.000 1.000 flexcontroller RBrow_Sad RBrow_Sad "range" 0.000 1.000 flexcontroller LEye_Close LEye_Close "range" 0.000 1.000 flexcontroller LEye_Wink LEye_Wink "range" 0.000 1.000 flexcontroller LEye_Half LEye_Half "range" 0.000 1.000 flexcontroller LEye_Wide LEye_Wide "range" 0.000 1.000 flexcontroller REye_Close REye_Close "range" 0.000 1.000 flexcontroller REye_Wink REye_Wink "range" 0.000 1.000 flexcontroller REye_Half REye_Half "range" 0.000 1.000 flexcontroller REye_Wide REye_Wide "range" 0.000 1.000 flexcontroller AE AE "range" 0.000 1.000 flexcontroller AH AH "range" 0.000 1.000 flexcontroller AW AW "range" 0.000 1.000 flexcontroller DS DS "range" 0.000 1.000 flexcontroller EE EE "range" 0.000 1.000 flexcontroller ER ER "range" 0.000 1.000 flexcontroller FV FV "range" 0.000 1.000 flexcontroller GK GK "range" 0.000 1.000 flexcontroller MB MB "range" 0.000 1.000 flexcontroller N N "range" 0.000 1.000 flexcontroller OH OH "range" 0.000 1.000 flexcontroller OO OO "range" 0.000 1.000 flexcontroller PP PP "range" 0.000 1.000 flexcontroller SH SH "range" 0.000 1.000 flexcontroller T T "range" 0.000 1.000 flexcontroller TH TH "range" 0.000 1.000 flexcontroller UH UH "range" 0.000 1.000 flexcontroller WQ WQ "range" 0.000 1.000 flexcontroller Y Y "range" 0.000 1.000 flexcontroller Smile Smile "range" 0.000 1.000 flexcontroller Frown Frown "range" 0.000 1.000 flexcontroller Nya Nya "range" 0.000 1.000 flexcontroller Blank Blank "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" -45.000 45.000 flexcontroller eyes eyes_rightleft "range" -45.000 45.000 %LBrow_Raise = LBrow_Raise %LBrow_Lower = LBrow_Lower %LBrow_Angry = LBrow_Angry %LBrow_Sad = LBrow_Sad %RBrow_Raise = RBrow_Raise %RBrow_Lower = RBrow_Lower %RBrow_Angry = RBrow_Angry %RBrow_Sad = RBrow_Sad %LEye_Close = LEye_Close %LEye_Wink = LEye_Wink %LEye_Half = LEye_Half %LEye_Wide = LEye_Wide %REye_Close = REye_Close %REye_Wink = REye_Wink %REye_Half = REye_Half %REye_Wide = REye_Wide %AE = AE %AH = AH %AW = AW %DS = DS %EE = EE %ER = ER %FV = FV %GK = GK %MB = MB %N = N %OH = OH %OO = OO %PP = PP %SH = SH %T = T %TH = TH %UH = UH %WQ = WQ %Y = Y %Smile = Smile %Frown = Frown %Nya = Nya } $texturegroup skinfamilies { { "Blue(stock)" "f_diva_mik001_necktie_blue" } { "Orange" "f_diva_mik001_necktie_orange" } } $model "Blush" "MikuSkel.smd" $model "Blush" "MikuFace_Blush.smd" $model "Squint" "MikuSkel.smd" $model "Squint" "MikuFace_Squint.smd" $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd" $cdmaterials "models\RTBModels\Vocaloid\Miku\" $hboxset "default" $hbox 0 "n_hara" -7.264 -4.933 -6.863 7.264 7.517 4.783 $hbox 0 "cl_mune" -4.070 -3.309 -1.852 4.085 4.058 3.701 $hbox 0 "n_hara_b_wj_ex" -2.371 -2.936 -3.704 3.653 2.584 3.704 $hbox 0 "kl_mune_b_wj" -5.638 -1.530 -4.331 5.639 8.683 2.356 $hbox 0 "n_hara_c_wj_ex" 0.000 0.000 -0.790 2.093 4.859 0.790 $hbox 0 "n_kubi_wj_ex" -1.643 0.000 -1.604 1.643 3.717 2.217 $hbox 0 "j_kao_wj" -4.511 -6.144 -2.645 4.994 6.144 8.284 $hbox 0 "kl_waki_r_wj" -3.487 -1.906 -6.894 1.199 2.996 0.000 $hbox 0 "n_skata_r_wj_cd_ex" -1.137 -2.237 -1.150 4.661 1.489 1.939 $hbox 0 "n_skata_b_r_wj_cd_cu_ex" -1.788 -1.582 -1.150 4.531 1.369 1.777 $hbox 0 "n_skata_c_r_wj_cd_cu_ex" -1.816 -1.645 -1.150 2.868 1.369 1.791 $hbox 0 "j_ude_r_wj" -3.324 -1.644 -1.001 1.415 1.356 1.791 $hbox 0 "n_hiji_r_wj_ex" -0.307 -2.868 -1.628 9.197 2.136 3.711 $hbox 0 "n_sude_r_wj_ex" 0.000 -0.771 -0.579 2.923 0.804 0.945 $hbox 0 "n_sude_b_r_wj_ex" -1.768 -0.934 -0.587 2.185 0.957 0.945 $hbox 0 "n_sleeve_r_wj_ex" -2.550 -2.845 -1.620 0.902 2.157 3.716 $hbox 0 "j_sleeve_r_000_wj" -0.127 -2.868 -0.898 3.665 2.136 1.483 $hbox 0 "n_ste_r_wj_ex" -2.464 -1.152 -0.586 0.871 1.179 0.833 $hbox 0 "Bip01_R_Hand" -0.319 -1.861 -0.766 4.450 1.405 0.876 $hbox 0 "Bip01_R_Finger0" -0.536 -0.703 -0.481 0.786 0.415 0.822 $hbox 0 "kl_waki_l_wj" -3.934 -1.906 0.000 1.199 2.996 7.555 $hbox 0 "n_skata_l_wj_cd_ex" -1.137 -2.237 -1.939 4.661 1.489 1.006 $hbox 0 "n_skata_b_l_wj_cd_cu_ex" -2.440 -1.582 -1.777 4.531 1.369 1.150 $hbox 0 "n_skata_c_l_wj_cd_cu_ex" -1.816 -1.645 -1.791 2.868 1.369 1.150 $hbox 0 "j_ude_l_wj" -3.324 -1.644 -1.791 1.415 1.356 1.001 $hbox 0 "n_hiji_l_wj_ex" -0.307 -2.868 -3.711 9.197 2.136 1.628 $hbox 0 "n_sude_l_wj_ex" 0.000 -0.771 -0.945 2.923 0.804 0.579 $hbox 0 "n_sude_b_l_wj_ex" -1.768 -0.934 -0.945 2.185 0.957 0.587 $hbox 0 "n_sleeve_l_wj_ex" -2.550 -2.870 -3.710 0.902 2.134 1.629 $hbox 0 "j_sleeve_l_000_wj" -0.127 -2.869 -1.483 3.665 2.135 0.898 $hbox 0 "n_ste_l_wj_ex" -2.464 -1.152 -0.833 0.872 1.178 0.587 $hbox 0 "Bip01_L_Hand" -0.318 -1.862 -0.877 4.450 1.405 0.765 $hbox 0 "Bip01_L_Finger0" -0.536 -0.702 -0.822 0.786 0.415 0.482 $hbox 0 "cl_momo_l" -3.131 -2.832 -4.872 2.747 3.732 4.923 $hbox 0 "n_momo_b_l_wj_ex" -3.186 -4.701 -1.835 2.084 1.246 2.631 $hbox 0 "n_momo_c_l_wj_ex" -3.123 -6.307 -1.840 2.084 4.445 2.564 $hbox 0 "n_hiza_l_wj_ex" -3.062 -2.496 -1.766 2.646 2.025 1.826 $hbox 0 "j_sune_l_wj" -0.736 -2.320 -1.721 17.757 2.239 2.229 $hbox 0 "kl_asi_l_wj_co" -0.992 -3.950 -1.215 3.964 1.722 1.730 $hbox 0 "kl_toe_l_wj" -1.274 -2.137 -0.781 1.988 3.057 2.164 $hbox 0 "cl_momo_r" -2.747 -2.832 -4.872 3.131 3.732 4.923 $hbox 0 "n_momo_b_r_wj_ex" -3.186 -4.701 -2.631 2.084 1.246 1.835 $hbox 0 "n_momo_c_r_wj_ex" -3.123 -6.307 -2.564 2.084 4.445 1.840 $hbox 0 "n_hiza_r_wj_ex" -3.062 -2.496 -1.826 2.646 2.025 1.766 $hbox 0 "j_sune_r_wj" -0.736 -2.320 -2.229 17.757 2.239 1.721 $hbox 0 "kl_asi_r_wj_co" -0.992 -3.950 -1.730 3.964 1.722 1.215 $hbox 0 "kl_toe_r_wj" -1.274 -2.137 -2.164 1.988 3.057 0.781 $hbox 0 "j_skirt_l_02_001_wj" 0.000 -1.776 -0.286 6.353 5.916 8.786 $hbox 0 "j_skirt_l_03_001_wj" 0.000 -1.100 -2.176 3.938 0.194 0.246 $hbox 0 "j_skirt_l_07_001_wj" 0.000 -1.279 -6.512 5.274 5.712 1.398 $hbox 0 "j_skirt_l_08_001_wj" 0.000 -1.049 -2.026 2.384 0.157 0.085 $hbox 0 "j_tail_l_000_wj" -0.991 -2.055 -4.437 20.113 2.191 3.860 $hbox 0 "j_tail_l_007_wj" -5.934 -2.610 -6.910 20.500 3.208 6.384 $hbox 0 "j_tail_l_013_wj" -7.039 -2.606 -6.911 16.520 3.211 6.382 $hbox 0 "j_tail_r_000_wj" -0.991 -2.190 -4.432 20.113 2.057 3.865 $hbox 0 "j_tail_r_007_wj" -5.934 -3.198 -6.899 20.503 2.621 6.395 $hbox 0 "j_tail_r_013_wj" -7.039 -3.194 -6.901 16.521 2.625 6.393 // Model uses material "F_DIVA_MIK000_KAO.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "F_DIVA_MIK001_JACKET.vmt" // Model uses material "F_DIVA_MIK000_BODY.vmt" // Model uses material "F_DIVA_MIK001_LACE.vmt" // Model uses material "F_DIVA_MIK001_NECKTIE.vmt" // Model uses material "F_DIVA_MIK001_SLEEVE.vmt" // Model uses material "F_DIVA_MIK001_SLEEVE_LIGHT.vmt" // Model uses material "F_DIVA_MIK001_MIC_LIGHT.vmt" // Model uses material "F_DIVA_MIK001_MIC.vmt" // Model uses material "F_DIVA_MIK001_NAIL.vmt" // Model uses material "F_DIVA_MIK001_01.vmt" // Model uses material "F_DIVA_MIK001_LEGLIGHT.vmt" // Model uses material "F_DIVA_MIK001_TIGHITS.vmt" // Model uses material "F_DIVA_MIK001_SHORTS.vmt" // Model uses material "F_DIVA_MIK001_SKIRT_LIGHT.vmt" // Model uses material "F_DIVA_MIK001_SKIRT.vmt" // Model uses material "F_DIVA_MIK500_HAIRTAIL.vmt" // Model uses material "F_DIVA_MIK500_HAIRFRONT.vmt" // Model uses material "F_DIVA_MIK500_HAIRBASE.vmt" $attachment "eyes" "j_kao_wj" 1.67 -0.00 1.86 rotate -0.00 -0.02 0.01 $attachment "righteye" "j_kao_wj" 1.67 -1.52 1.86 rotate -0.00 -0.02 0.01 $attachment "lefteye" "j_kao_wj" 1.67 1.52 1.86 rotate -0.00 -0.02 0.01 $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition -0.892 0.000 31.608 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $collisionjoints "phymodel.smd" { $mass 42.0 $inertia 10.00 $damping 0.00 $rotdamping 4.00 $rootbone "n_hara" $jointconstrain "cl_momo_r" x limit -90.00 90.00 0.00 $jointconstrain "cl_momo_r" y limit -45.00 45.00 0.00 $jointconstrain "cl_momo_r" z limit -15.00 15.00 0.00 $jointconstrain "n_hiza_r_wj_ex" x limit 0.00 0.00 0.00 $jointconstrain "n_hiza_r_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiza_r_wj_ex" z limit 0.00 125.00 0.00 $jointconstrain "kl_asi_r_wj_co" x limit -15.00 15.00 0.00 $jointconstrain "kl_asi_r_wj_co" y limit -15.00 15.00 0.00 $jointconstrain "kl_asi_r_wj_co" z limit -45.00 45.00 0.00 $jointconstrain "cl_momo_l" x limit -90.00 90.00 0.00 $jointconstrain "cl_momo_l" y limit -45.00 45.00 0.00 $jointconstrain "cl_momo_l" z limit -15.00 15.00 0.00 $jointconstrain "n_hiza_l_wj_ex" x limit 0.00 0.00 0.00 $jointconstrain "n_hiza_l_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiza_l_wj_ex" z limit 0.00 125.00 0.00 $jointconstrain "kl_asi_l_wj_co" x limit -15.00 15.00 0.00 $jointconstrain "kl_asi_l_wj_co" y limit -15.00 15.00 0.00 $jointconstrain "kl_asi_l_wj_co" z limit -45.00 45.00 0.00 $jointconstrain "kl_toe_l_wj" x limit 0.00 0.00 0.00 $jointconstrain "kl_toe_l_wj" y limit 0.00 0.00 0.00 $jointconstrain "kl_toe_l_wj" z limit -15.00 15.00 0.00 $jointconstrain "cl_mune" x limit -15.00 15.00 0.00 $jointconstrain "cl_mune" y limit -20.00 20.00 0.00 $jointconstrain "cl_mune" z limit -20.00 20.00 0.00 $jointconstrain "n_hara_b_wj_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_hara_b_wj_ex" y limit -20.00 20.00 0.00 $jointconstrain "n_hara_b_wj_ex" z limit -20.00 20.00 0.00 $jointmassbias "kl_mune_b_wj" 1.50 $jointconstrain "kl_mune_b_wj" x limit -15.00 15.00 0.00 $jointconstrain "kl_mune_b_wj" y limit -30.00 30.00 0.00 $jointconstrain "kl_mune_b_wj" z limit -30.00 30.00 0.00 $jointmassbias "j_necktie_001_wj" 0.00 $jointconstrain "j_necktie_001_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_001_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_001_wj" z limit -45.00 45.00 0.00 $jointconstrain "n_kubi_wj_ex" x limit 0.00 0.00 0.00 $jointconstrain "n_kubi_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_kubi_wj_ex" z limit 0.00 0.00 0.00 $jointmassbias "j_kao_wj" 1.50 $jointconstrain "j_kao_wj" x limit -15.00 15.00 0.00 $jointconstrain "j_kao_wj" y limit -15.00 15.00 0.00 $jointconstrain "j_kao_wj" z limit -45.00 45.00 0.00 $jointmassbias "j_necktie_002_wj" 0.00 $jointconstrain "j_necktie_002_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_002_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_002_wj" z limit -45.00 45.00 0.00 $jointmassbias "j_tail_l_000_wj" 0.00 $jointconstrain "j_tail_l_000_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_000_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_l_000_wj" z limit -15.00 125.00 0.00 $jointmassbias "j_tail_l_007_wj" 0.00 $jointconstrain "j_tail_l_007_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_007_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_l_007_wj" z limit -90.00 90.00 0.00 $jointmassbias "j_tail_l_013_wj" 0.00 $jointconstrain "j_tail_l_013_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_013_wj" y limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_013_wj" z limit -90.00 90.00 0.00 $jointmassbias "j_tail_r_000_wj" 0.00 $jointconstrain "j_tail_r_000_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_000_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_r_000_wj" z limit -15.00 125.00 0.00 $jointmassbias "j_necktie_003_wj" 0.00 $jointconstrain "j_necktie_003_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_003_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_003_wj" z limit -45.00 45.00 0.00 $jointconstrain "kl_waki_l_wj" x limit -30.00 30.00 0.00 $jointconstrain "kl_waki_l_wj" y limit -50.00 15.00 0.00 $jointconstrain "kl_waki_l_wj" z limit -30.00 30.00 0.00 $jointconstrain "n_skata_l_wj_cd_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_skata_l_wj_cd_ex" y limit -30.00 70.00 0.00 $jointconstrain "n_skata_l_wj_cd_ex" z limit -90.00 75.00 0.00 $jointconstrain "n_hiji_l_wj_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_hiji_l_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiji_l_wj_ex" z limit -125.00 0.00 0.00 $jointconstrain "bip01_l_hand" x limit -45.00 45.00 0.00 $jointconstrain "bip01_l_hand" y limit -60.00 45.00 0.00 $jointconstrain "bip01_l_hand" z limit -45.00 45.00 0.00 $jointconstrain "kl_waki_r_wj" x limit -30.00 30.00 0.00 $jointconstrain "kl_waki_r_wj" y limit -50.00 15.00 0.00 $jointconstrain "kl_waki_r_wj" z limit -30.00 30.00 0.00 $jointconstrain "n_skata_r_wj_cd_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_skata_r_wj_cd_ex" y limit -75.00 30.00 0.00 $jointconstrain "n_skata_r_wj_cd_ex" z limit -90.00 75.00 0.00 $jointconstrain "n_hiji_r_wj_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_hiji_r_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiji_r_wj_ex" z limit -125.00 0.00 0.00 $jointconstrain "bip01_r_hand" x limit -45.00 45.00 0.00 $jointconstrain "bip01_r_hand" y limit -60.00 45.00 0.00 $jointconstrain "bip01_r_hand" z limit -45.00 45.00 0.00 $jointmassbias "j_tail_r_007_wj" 0.00 $jointconstrain "j_tail_r_007_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_007_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_r_007_wj" z limit -90.00 90.00 0.00 $jointmassbias "j_necktie_004_wj" 0.00 $jointconstrain "j_necktie_004_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_004_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_004_wj" z limit -45.00 45.00 0.00 $jointmassbias "j_tail_r_013_wj" 0.00 $jointconstrain "j_tail_r_013_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_013_wj" y limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_013_wj" z limit -90.00 90.00 0.00 $jointconstrain "kl_toe_r_wj" x limit 0.00 0.00 0.00 $jointconstrain "kl_toe_r_wj" y limit 0.00 0.00 0.00 $jointconstrain "kl_toe_r_wj" z limit -15.00 15.00 0.00 } If you see any major problems, please reply!
-snip- Actually it looks like your model uses the material "F_DIVA_MIK001_NECKTIE.vmt" but you're looking for "f_diva_mik001_necktie_blue.vmt" which might be it. Did you change the material the SMD uses before renaming it?
The all-bodygroups-active-at-once issue is because model decompiling fucks up bodygroups, and generates them as straight-up $model lines. The offending lines are the following: [code]$model "Blush" "MikuSkel.smd" $model "Blush" "MikuFace_Blush.smd" $model "Squint" "MikuSkel.smd" $model "Squint" "MikuFace_Squint.smd" $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd"[/code] The $model line is in the form of: $model <name> <mesh>. As you can see, a few of these models have the same name. This implies they were originally bodygroups. Bodygroups are created in the following form: [code]$bodygroup <name> { mesh1 mesh2 .. meshN }[/code] Where "mesh1" is the default bodygroup, and all of the "mesh" lines are either "studio <mesh>" or "blank", with blank meaning no mesh at all. Whenever you see multiple $model lines with the same name, then you need to convert them to bodygroups. For example, those above $model lines should become the following: [code]$bodygroup "Blush" { studio "MikuSkel.smd" studio "MikuFace_Blush.smd" } $bodygroup "Squint" { studio "MikuSkel.smd" studio "MikuFace_Squint.smd" } $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd"[/code] All I did was change the lines that had 2 or more of the same name to bodygroups, and the ones that had only a single instance of a name stay as $model lines. That should resolve your bodygroups issue.
[QUOTE=Gmod3ever;41183897]The all-bodygroups-active-at-once issue is because model decompiling fucks up bodygroups, and generates them as straight-up $model lines. The offending lines are the following: [code]$model "Blush" "MikuSkel.smd" $model "Blush" "MikuFace_Blush.smd" $model "Squint" "MikuSkel.smd" $model "Squint" "MikuFace_Squint.smd" $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd"[/code] The $model line is in the form of: $model <name> <mesh>. As you can see, a few of these models have the same name. This implies they were originally bodygroups. Bodygroups are created in the following form: [code]$bodygroup <name> { mesh1 mesh2 .. meshN }[/code] Where "mesh1" is the default bodygroup, and all of the "mesh" lines are either "studio <mesh>" or "blank", with blank meaning no mesh at all. Whenever you see multiple $model lines with the same name, then you need to convert them to bodygroups. For example, those above $model lines should become the following: [code]$bodygroup "Blush" { studio "MikuSkel.smd" studio "MikuFace_Blush.smd" } $bodygroup "Squint" { studio "MikuSkel.smd" studio "MikuFace_Squint.smd" } $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd"[/code] All I did was change the lines that had 2 or more of the same name to bodygroups, and the ones that had only a single instance of a name stay as $model lines. That should resolve your bodygroups issue.[/QUOTE] Thank you so much! ^o^ [editline]25th June 2013[/editline] [QUOTE=Dragon52225;41182223]-snip- Actually it looks like your model uses the material "F_DIVA_MIK001_NECKTIE.vmt" but you're looking for "f_diva_mik001_necktie_blue.vmt" which might be it. Did you change the material the SMD uses before renaming it?[/QUOTE] Oh i see i messed it up now, thanks!
[QUOTE=Gmod3ever;41183897]The all-bodygroups-active-at-once issue is because model decompiling fucks up bodygroups, and generates them as straight-up $model lines. The offending lines are the following: [code]$model "Blush" "MikuSkel.smd" $model "Blush" "MikuFace_Blush.smd" $model "Squint" "MikuSkel.smd" $model "Squint" "MikuFace_Squint.smd" $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd"[/code] The $model line is in the form of: $model <name> <mesh>. As you can see, a few of these models have the same name. This implies they were originally bodygroups. Bodygroups are created in the following form: [code]$bodygroup <name> { mesh1 mesh2 .. meshN }[/code] Where "mesh1" is the default bodygroup, and all of the "mesh" lines are either "studio <mesh>" or "blank", with blank meaning no mesh at all. Whenever you see multiple $model lines with the same name, then you need to convert them to bodygroups. For example, those above $model lines should become the following: [code]$bodygroup "Blush" { studio "MikuSkel.smd" studio "MikuFace_Blush.smd" } $bodygroup "Squint" { studio "MikuSkel.smd" studio "MikuFace_Squint.smd" } $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd"[/code] All I did was change the lines that had 2 or more of the same name to bodygroups, and the ones that had only a single instance of a name stay as $model lines. That should resolve your bodygroups issue.[/QUOTE] Hm... the errors seem to be gone, but i don't see the texturegroups in game, i'll repost the updated code: $modelname "RTBModels/Vocaloid/HatsuneMiku.mdl" $model "Miku" "Miku_Face.smd" { flexfile "mdldecompiler_expressions.vta" { flex "LBrow_Raise" frame 1 flex "LBrow_Lower" frame 2 flex "LBrow_Angry" frame 3 flex "LBrow_Sad" frame 4 flex "RBrow_Raise" frame 5 flex "RBrow_Lower" frame 6 flex "RBrow_Angry" frame 7 flex "RBrow_Sad" frame 8 flex "LEye_Close" frame 9 flex "LEye_Wink" frame 10 flex "LEye_Half" frame 11 flex "LEye_Wide" frame 12 flex "REye_Close" frame 13 flex "REye_Wink" frame 14 flex "REye_Half" frame 15 flex "REye_Wide" frame 16 flex "AE" frame 17 flex "AH" frame 18 flex "AW" frame 19 flex "DS" frame 20 flex "EE" frame 21 flex "ER" frame 22 flex "FV" frame 23 flex "GK" frame 24 flex "MB" frame 25 flex "N" frame 26 flex "OH" frame 27 flex "OO" frame 28 flex "PP" frame 29 flex "SH" frame 30 flex "T" frame 31 flex "TH" frame 32 flex "UH" frame 33 flex "WQ" frame 34 flex "Y" frame 35 flex "Smile" frame 36 flex "Frown" frame 37 flex "Nya" frame 38 } eyeball righteye j_kao_wj -1.523 -0.092 56.726 eyeball_r 0.000 4.000 F_DIVA_MIK000_KAO 3.050 eyeball lefteye j_kao_wj 1.523 -0.092 56.726 eyeball_l 0.000 -4.000 F_DIVA_MIK000_KAO 3.050 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 42 -1.000000 neutral 42 0.000000 raiser 42 1.000000 split -0.1 eyeball lefteye flexcontroller LBrow_Raise LBrow_Raise "range" 0.000 1.000 flexcontroller LBrow_Lower LBrow_Lower "range" 0.000 1.000 flexcontroller LBrow_Angry LBrow_Angry "range" 0.000 1.000 flexcontroller LBrow_Sad LBrow_Sad "range" 0.000 1.000 flexcontroller RBrow_Raise RBrow_Raise "range" 0.000 1.000 flexcontroller RBrow_Lower RBrow_Lower "range" 0.000 1.000 flexcontroller RBrow_Angry RBrow_Angry "range" 0.000 1.000 flexcontroller RBrow_Sad RBrow_Sad "range" 0.000 1.000 flexcontroller LEye_Close LEye_Close "range" 0.000 1.000 flexcontroller LEye_Wink LEye_Wink "range" 0.000 1.000 flexcontroller LEye_Half LEye_Half "range" 0.000 1.000 flexcontroller LEye_Wide LEye_Wide "range" 0.000 1.000 flexcontroller REye_Close REye_Close "range" 0.000 1.000 flexcontroller REye_Wink REye_Wink "range" 0.000 1.000 flexcontroller REye_Half REye_Half "range" 0.000 1.000 flexcontroller REye_Wide REye_Wide "range" 0.000 1.000 flexcontroller AE AE "range" 0.000 1.000 flexcontroller AH AH "range" 0.000 1.000 flexcontroller AW AW "range" 0.000 1.000 flexcontroller DS DS "range" 0.000 1.000 flexcontroller EE EE "range" 0.000 1.000 flexcontroller ER ER "range" 0.000 1.000 flexcontroller FV FV "range" 0.000 1.000 flexcontroller GK GK "range" 0.000 1.000 flexcontroller MB MB "range" 0.000 1.000 flexcontroller N N "range" 0.000 1.000 flexcontroller OH OH "range" 0.000 1.000 flexcontroller OO OO "range" 0.000 1.000 flexcontroller PP PP "range" 0.000 1.000 flexcontroller SH SH "range" 0.000 1.000 flexcontroller T T "range" 0.000 1.000 flexcontroller TH TH "range" 0.000 1.000 flexcontroller UH UH "range" 0.000 1.000 flexcontroller WQ WQ "range" 0.000 1.000 flexcontroller Y Y "range" 0.000 1.000 flexcontroller Smile Smile "range" 0.000 1.000 flexcontroller Frown Frown "range" 0.000 1.000 flexcontroller Nya Nya "range" 0.000 1.000 flexcontroller Blank Blank "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" -45.000 45.000 flexcontroller eyes eyes_rightleft "range" -45.000 45.000 %LBrow_Raise = LBrow_Raise %LBrow_Lower = LBrow_Lower %LBrow_Angry = LBrow_Angry %LBrow_Sad = LBrow_Sad %RBrow_Raise = RBrow_Raise %RBrow_Lower = RBrow_Lower %RBrow_Angry = RBrow_Angry %RBrow_Sad = RBrow_Sad %LEye_Close = LEye_Close %LEye_Wink = LEye_Wink %LEye_Half = LEye_Half %LEye_Wide = LEye_Wide %REye_Close = REye_Close %REye_Wink = REye_Wink %REye_Half = REye_Half %REye_Wide = REye_Wide %AE = AE %AH = AH %AW = AW %DS = DS %EE = EE %ER = ER %FV = FV %GK = GK %MB = MB %N = N %OH = OH %OO = OO %PP = PP %SH = SH %T = T %TH = TH %UH = UH %WQ = WQ %Y = Y %Smile = Smile %Frown = Frown %Nya = Nya } $texturegroup skinfamilies { { "Blue(stock)" "f_diva_mik001_necktie_blue" } { "Blue(stock)" "f_diva_mik001_skirt_blue" } { "Orange" "f_diva_mik001_necktie_orange" } { "Orange" "f_diva_mik001_skirt_orange" } } $bodygroup "Blush" { studio "MikuSkel.smd" studio "MikuFace_Blush.smd" } $bodygroup "Squint" { studio "MikuSkel.smd" studio "MikuFace_Squint.smd" } $model "Body" "Miku_Body01.smd" $model "BodyLower" "Miku_Body01Lower.smd" $model "Hair" "Miku_Hair01.smd" $cdmaterials "models\RTBModels\Vocaloid\Miku\" $hboxset "default" $hbox 0 "n_hara" -7.264 -4.933 -6.863 7.264 7.517 4.783 $hbox 0 "cl_mune" -4.070 -3.309 -1.852 4.085 4.058 3.701 $hbox 0 "n_hara_b_wj_ex" -2.371 -2.936 -3.704 3.653 2.584 3.704 $hbox 0 "kl_mune_b_wj" -5.638 -1.530 -4.331 5.639 8.683 2.356 $hbox 0 "n_hara_c_wj_ex" 0.000 0.000 -0.790 2.093 4.859 0.790 $hbox 0 "n_kubi_wj_ex" -1.643 0.000 -1.604 1.643 3.717 2.217 $hbox 0 "j_kao_wj" -4.511 -6.144 -2.645 4.994 6.144 8.284 $hbox 0 "kl_waki_r_wj" -3.487 -1.906 -6.894 1.199 2.996 0.000 $hbox 0 "n_skata_r_wj_cd_ex" -1.137 -2.237 -1.150 4.661 1.489 1.939 $hbox 0 "n_skata_b_r_wj_cd_cu_ex" -1.788 -1.582 -1.150 4.531 1.369 1.777 $hbox 0 "n_skata_c_r_wj_cd_cu_ex" -1.816 -1.645 -1.150 2.868 1.369 1.791 $hbox 0 "j_ude_r_wj" -3.324 -1.644 -1.001 1.415 1.356 1.791 $hbox 0 "n_hiji_r_wj_ex" -0.307 -2.868 -1.628 9.197 2.136 3.711 $hbox 0 "n_sude_r_wj_ex" 0.000 -0.771 -0.579 2.923 0.804 0.945 $hbox 0 "n_sude_b_r_wj_ex" -1.768 -0.934 -0.587 2.185 0.957 0.945 $hbox 0 "n_sleeve_r_wj_ex" -2.550 -2.845 -1.620 0.902 2.157 3.716 $hbox 0 "j_sleeve_r_000_wj" -0.127 -2.868 -0.898 3.665 2.136 1.483 $hbox 0 "n_ste_r_wj_ex" -2.464 -1.152 -0.586 0.871 1.179 0.833 $hbox 0 "Bip01_R_Hand" -0.319 -1.861 -0.766 4.450 1.405 0.876 $hbox 0 "Bip01_R_Finger0" -0.536 -0.703 -0.481 0.786 0.415 0.822 $hbox 0 "kl_waki_l_wj" -3.934 -1.906 0.000 1.199 2.996 7.555 $hbox 0 "n_skata_l_wj_cd_ex" -1.137 -2.237 -1.939 4.661 1.489 1.006 $hbox 0 "n_skata_b_l_wj_cd_cu_ex" -2.440 -1.582 -1.777 4.531 1.369 1.150 $hbox 0 "n_skata_c_l_wj_cd_cu_ex" -1.816 -1.645 -1.791 2.868 1.369 1.150 $hbox 0 "j_ude_l_wj" -3.324 -1.644 -1.791 1.415 1.356 1.001 $hbox 0 "n_hiji_l_wj_ex" -0.307 -2.868 -3.711 9.197 2.136 1.628 $hbox 0 "n_sude_l_wj_ex" 0.000 -0.771 -0.945 2.923 0.804 0.579 $hbox 0 "n_sude_b_l_wj_ex" -1.768 -0.934 -0.945 2.185 0.957 0.587 $hbox 0 "n_sleeve_l_wj_ex" -2.550 -2.870 -3.710 0.902 2.134 1.629 $hbox 0 "j_sleeve_l_000_wj" -0.127 -2.869 -1.483 3.665 2.135 0.898 $hbox 0 "n_ste_l_wj_ex" -2.464 -1.152 -0.833 0.872 1.178 0.587 $hbox 0 "Bip01_L_Hand" -0.318 -1.862 -0.877 4.450 1.405 0.765 $hbox 0 "Bip01_L_Finger0" -0.536 -0.702 -0.822 0.786 0.415 0.482 $hbox 0 "cl_momo_l" -3.131 -2.832 -4.872 2.747 3.732 4.923 $hbox 0 "n_momo_b_l_wj_ex" -3.186 -4.701 -1.835 2.084 1.246 2.631 $hbox 0 "n_momo_c_l_wj_ex" -3.123 -6.307 -1.840 2.084 4.445 2.564 $hbox 0 "n_hiza_l_wj_ex" -3.062 -2.496 -1.766 2.646 2.025 1.826 $hbox 0 "j_sune_l_wj" -0.736 -2.320 -1.721 17.757 2.239 2.229 $hbox 0 "kl_asi_l_wj_co" -0.992 -3.950 -1.215 3.964 1.722 1.730 $hbox 0 "kl_toe_l_wj" -1.274 -2.137 -0.781 1.988 3.057 2.164 $hbox 0 "cl_momo_r" -2.747 -2.832 -4.872 3.131 3.732 4.923 $hbox 0 "n_momo_b_r_wj_ex" -3.186 -4.701 -2.631 2.084 1.246 1.835 $hbox 0 "n_momo_c_r_wj_ex" -3.123 -6.307 -2.564 2.084 4.445 1.840 $hbox 0 "n_hiza_r_wj_ex" -3.062 -2.496 -1.826 2.646 2.025 1.766 $hbox 0 "j_sune_r_wj" -0.736 -2.320 -2.229 17.757 2.239 1.721 $hbox 0 "kl_asi_r_wj_co" -0.992 -3.950 -1.730 3.964 1.722 1.215 $hbox 0 "kl_toe_r_wj" -1.274 -2.137 -2.164 1.988 3.057 0.781 $hbox 0 "j_skirt_l_02_001_wj" 0.000 -1.776 -0.286 6.353 5.916 8.786 $hbox 0 "j_skirt_l_03_001_wj" 0.000 -1.100 -2.176 3.938 0.194 0.246 $hbox 0 "j_skirt_l_07_001_wj" 0.000 -1.279 -6.512 5.274 5.712 1.398 $hbox 0 "j_skirt_l_08_001_wj" 0.000 -1.049 -2.026 2.384 0.157 0.085 $hbox 0 "j_tail_l_000_wj" -0.991 -2.055 -4.437 20.113 2.191 3.860 $hbox 0 "j_tail_l_007_wj" -5.934 -2.610 -6.910 20.500 3.208 6.384 $hbox 0 "j_tail_l_013_wj" -7.039 -2.606 -6.911 16.520 3.211 6.382 $hbox 0 "j_tail_r_000_wj" -0.991 -2.190 -4.432 20.113 2.057 3.865 $hbox 0 "j_tail_r_007_wj" -5.934 -3.198 -6.899 20.503 2.621 6.395 $hbox 0 "j_tail_r_013_wj" -7.039 -3.194 -6.901 16.521 2.625 6.393 // Model uses material "F_DIVA_MIK000_KAO.vmt" // Model uses material "eyeball_l.vmt" // Model uses material "eyeball_r.vmt" // Model uses material "F_DIVA_MIK001_JACKET.vmt" // Model uses material "F_DIVA_MIK000_BODY.vmt" // Model uses material "F_DIVA_MIK001_LACE.vmt" // Model uses material "F_DIVA_MIK001_NECKTIE.vmt" // Model uses material "F_DIVA_MIK001_SLEEVE.vmt" // Model uses material "F_DIVA_MIK001_SLEEVE_LIGHT.vmt" // Model uses material "F_DIVA_MIK001_MIC_LIGHT.vmt" // Model uses material "F_DIVA_MIK001_MIC.vmt" // Model uses material "F_DIVA_MIK001_NAIL.vmt" // Model uses material "F_DIVA_MIK001_01.vmt" // Model uses material "F_DIVA_MIK001_LEGLIGHT.vmt" // Model uses material "F_DIVA_MIK001_TIGHITS.vmt" // Model uses material "F_DIVA_MIK001_SHORTS.vmt" // Model uses material "F_DIVA_MIK001_SKIRT_LIGHT.vmt" // Model uses material "F_DIVA_MIK001_SKIRT.vmt" // Model uses material "F_DIVA_MIK500_HAIRTAIL.vmt" // Model uses material "F_DIVA_MIK500_HAIRFRONT.vmt" // Model uses material "F_DIVA_MIK500_HAIRBASE.vmt" $attachment "eyes" "j_kao_wj" 1.67 -0.00 1.86 rotate -0.00 -0.02 0.01 $attachment "righteye" "j_kao_wj" 1.67 -1.52 1.86 rotate -0.00 -0.02 0.01 $attachment "lefteye" "j_kao_wj" 1.67 1.52 1.86 rotate -0.00 -0.02 0.01 $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition -0.892 0.000 31.608 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $collisionjoints "phymodel.smd" { $mass 42.0 $inertia 10.00 $damping 0.00 $rotdamping 4.00 $rootbone "n_hara" $jointconstrain "cl_momo_r" x limit -90.00 90.00 0.00 $jointconstrain "cl_momo_r" y limit -45.00 45.00 0.00 $jointconstrain "cl_momo_r" z limit -15.00 15.00 0.00 $jointconstrain "n_hiza_r_wj_ex" x limit 0.00 0.00 0.00 $jointconstrain "n_hiza_r_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiza_r_wj_ex" z limit 0.00 125.00 0.00 $jointconstrain "kl_asi_r_wj_co" x limit -15.00 15.00 0.00 $jointconstrain "kl_asi_r_wj_co" y limit -15.00 15.00 0.00 $jointconstrain "kl_asi_r_wj_co" z limit -45.00 45.00 0.00 $jointconstrain "cl_momo_l" x limit -90.00 90.00 0.00 $jointconstrain "cl_momo_l" y limit -45.00 45.00 0.00 $jointconstrain "cl_momo_l" z limit -15.00 15.00 0.00 $jointconstrain "n_hiza_l_wj_ex" x limit 0.00 0.00 0.00 $jointconstrain "n_hiza_l_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiza_l_wj_ex" z limit 0.00 125.00 0.00 $jointconstrain "kl_asi_l_wj_co" x limit -15.00 15.00 0.00 $jointconstrain "kl_asi_l_wj_co" y limit -15.00 15.00 0.00 $jointconstrain "kl_asi_l_wj_co" z limit -45.00 45.00 0.00 $jointconstrain "kl_toe_l_wj" x limit 0.00 0.00 0.00 $jointconstrain "kl_toe_l_wj" y limit 0.00 0.00 0.00 $jointconstrain "kl_toe_l_wj" z limit -15.00 15.00 0.00 $jointconstrain "cl_mune" x limit -15.00 15.00 0.00 $jointconstrain "cl_mune" y limit -20.00 20.00 0.00 $jointconstrain "cl_mune" z limit -20.00 20.00 0.00 $jointconstrain "n_hara_b_wj_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_hara_b_wj_ex" y limit -20.00 20.00 0.00 $jointconstrain "n_hara_b_wj_ex" z limit -20.00 20.00 0.00 $jointmassbias "kl_mune_b_wj" 1.50 $jointconstrain "kl_mune_b_wj" x limit -15.00 15.00 0.00 $jointconstrain "kl_mune_b_wj" y limit -30.00 30.00 0.00 $jointconstrain "kl_mune_b_wj" z limit -30.00 30.00 0.00 $jointmassbias "j_necktie_001_wj" 0.00 $jointconstrain "j_necktie_001_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_001_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_001_wj" z limit -45.00 45.00 0.00 $jointconstrain "n_kubi_wj_ex" x limit 0.00 0.00 0.00 $jointconstrain "n_kubi_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_kubi_wj_ex" z limit 0.00 0.00 0.00 $jointmassbias "j_kao_wj" 1.50 $jointconstrain "j_kao_wj" x limit -15.00 15.00 0.00 $jointconstrain "j_kao_wj" y limit -15.00 15.00 0.00 $jointconstrain "j_kao_wj" z limit -45.00 45.00 0.00 $jointmassbias "j_necktie_002_wj" 0.00 $jointconstrain "j_necktie_002_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_002_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_002_wj" z limit -45.00 45.00 0.00 $jointmassbias "j_tail_l_000_wj" 0.00 $jointconstrain "j_tail_l_000_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_000_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_l_000_wj" z limit -15.00 125.00 0.00 $jointmassbias "j_tail_l_007_wj" 0.00 $jointconstrain "j_tail_l_007_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_007_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_l_007_wj" z limit -90.00 90.00 0.00 $jointmassbias "j_tail_l_013_wj" 0.00 $jointconstrain "j_tail_l_013_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_013_wj" y limit -45.00 45.00 0.00 $jointconstrain "j_tail_l_013_wj" z limit -90.00 90.00 0.00 $jointmassbias "j_tail_r_000_wj" 0.00 $jointconstrain "j_tail_r_000_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_000_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_r_000_wj" z limit -15.00 125.00 0.00 $jointmassbias "j_necktie_003_wj" 0.00 $jointconstrain "j_necktie_003_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_003_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_003_wj" z limit -45.00 45.00 0.00 $jointconstrain "kl_waki_l_wj" x limit -30.00 30.00 0.00 $jointconstrain "kl_waki_l_wj" y limit -50.00 15.00 0.00 $jointconstrain "kl_waki_l_wj" z limit -30.00 30.00 0.00 $jointconstrain "n_skata_l_wj_cd_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_skata_l_wj_cd_ex" y limit -30.00 70.00 0.00 $jointconstrain "n_skata_l_wj_cd_ex" z limit -90.00 75.00 0.00 $jointconstrain "n_hiji_l_wj_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_hiji_l_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiji_l_wj_ex" z limit -125.00 0.00 0.00 $jointconstrain "bip01_l_hand" x limit -45.00 45.00 0.00 $jointconstrain "bip01_l_hand" y limit -60.00 45.00 0.00 $jointconstrain "bip01_l_hand" z limit -45.00 45.00 0.00 $jointconstrain "kl_waki_r_wj" x limit -30.00 30.00 0.00 $jointconstrain "kl_waki_r_wj" y limit -50.00 15.00 0.00 $jointconstrain "kl_waki_r_wj" z limit -30.00 30.00 0.00 $jointconstrain "n_skata_r_wj_cd_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_skata_r_wj_cd_ex" y limit -75.00 30.00 0.00 $jointconstrain "n_skata_r_wj_cd_ex" z limit -90.00 75.00 0.00 $jointconstrain "n_hiji_r_wj_ex" x limit -15.00 15.00 0.00 $jointconstrain "n_hiji_r_wj_ex" y limit 0.00 0.00 0.00 $jointconstrain "n_hiji_r_wj_ex" z limit -125.00 0.00 0.00 $jointconstrain "bip01_r_hand" x limit -45.00 45.00 0.00 $jointconstrain "bip01_r_hand" y limit -60.00 45.00 0.00 $jointconstrain "bip01_r_hand" z limit -45.00 45.00 0.00 $jointmassbias "j_tail_r_007_wj" 0.00 $jointconstrain "j_tail_r_007_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_007_wj" y limit -125.00 125.00 0.00 $jointconstrain "j_tail_r_007_wj" z limit -90.00 90.00 0.00 $jointmassbias "j_necktie_004_wj" 0.00 $jointconstrain "j_necktie_004_wj" x limit -30.00 30.00 0.00 $jointconstrain "j_necktie_004_wj" y limit -90.00 90.00 0.00 $jointconstrain "j_necktie_004_wj" z limit -45.00 45.00 0.00 $jointmassbias "j_tail_r_013_wj" 0.00 $jointconstrain "j_tail_r_013_wj" x limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_013_wj" y limit -45.00 45.00 0.00 $jointconstrain "j_tail_r_013_wj" z limit -90.00 90.00 0.00 $jointconstrain "kl_toe_r_wj" x limit 0.00 0.00 0.00 $jointconstrain "kl_toe_r_wj" y limit 0.00 0.00 0.00 $jointconstrain "kl_toe_r_wj" z limit -15.00 15.00 0.00 }
First of all, seeing as that's my Miku model port and that I'm almost always here every day, sending me a PM to get the source files would've been more convenient. Secondly, that's not how skingroups work. It's actually pretty simple. [code]$texturegroup skinfamilies { { "f_diva_mik001_necktie" "f_diva_mik001_skirt" } { "f_diva_mik001_necktie_orange" "f_diva_mik001_skirt_orange" } }[/code] The first line has every default texture that changes between skins listed, and every other line changes said textures with the respective ones underneath. The texture groups you had listed weren't correct -- it was looking for textures with "_blue" at the end (which didn't exist on the model itself), hence why they didn't change. And as mentioned earlier, you have to link to the [i]original[/i] textures in the first line (with multiple textures in separate quote mark groups) so it knows which ones to change for the alternate skin groups.
please use [noparse][code][/code][/noparse] tags to post your QC and other snippets in. Also post your SMD. (just open it in notepad or something). We can tell what textures it uses or doesn't use then. edit [code] { "Blue(stock)" "f_diva_mik001_necktie_blue" } { "Blue(stock)" "f_diva_mik001_skirt_blue" } { "Orange" "f_diva_mik001_necktie_orange" } { "Orange" "f_diva_mik001_skirt_orange" } [/code] This is actually bad at first glance. you would want something like [code] { "Blue(stock)" "f_diva_mik001_necktie_blue" "f_diva_mik001_skirt_blue" } { "orange" "f_diva_mik001_necktie_orange" "f_diva_mik001_skirt_blue" } { "orange" "f_diva_mik001_necktie_blue" "f_diva_mik001_skirt_orange" } [/code] Remember that the setup is [code] originaltextures 1 2 3 changed textures [/code]
[QUOTE=RTB;41188377]First of all, seeing as that's my Miku model port and that I'm almost always here every day, sending me a PM to get the source files would've been more convenient. Secondly, that's not how skingroups work. It's actually pretty simple. [code]$texturegroup skinfamilies { { "f_diva_mik001_necktie" "f_diva_mik001_skirt" } { "f_diva_mik001_necktie_orange" "f_diva_mik001_skirt_orange" } }[/code] The first line has every default texture that changes between skins listed, and every other line changes said textures with the respective ones underneath. The texture groups you had listed weren't correct -- it was looking for textures with "_blue" at the end (which didn't exist on the model itself), hence why they didn't change. And as mentioned earlier, you have to link to the [i]original[/i] textures in the first line (with multiple textures in separate quote mark groups) so it knows which ones to change for the alternate skin groups.[/QUOTE] Firstly, Thank you so much for that model, it's quite amazing indeed. secondly i renamed the files and the code with the _blue at the end of it, would that break something? thirdly say i was going to reskin your model in about 10ish deferent colors... would you allow me to post it to the workshop? (with your credit for porting it and a link to your workshop page of course) [editline]26th June 2013[/editline] [QUOTE=wraithcat;41195573]please use [noparse][code][/code][/noparse] tags to post your QC and other snippets in. Also post your SMD. (just open it in notepad or something). We can tell what textures it uses or doesn't use then. edit [code] { "Blue(stock)" "f_diva_mik001_necktie_blue" } { "Blue(stock)" "f_diva_mik001_skirt_blue" } { "Orange" "f_diva_mik001_necktie_orange" } { "Orange" "f_diva_mik001_skirt_orange" } [/code] This is actually bad at first glance. you would want something like [code] { "Blue(stock)" "f_diva_mik001_necktie_blue" "f_diva_mik001_skirt_blue" } { "orange" "f_diva_mik001_necktie_orange" "f_diva_mik001_skirt_blue" } { "orange" "f_diva_mik001_necktie_blue" "f_diva_mik001_skirt_orange" } [/code] Remember that the setup is [code] originaltextures 1 2 3 changed textures [/code][/QUOTE] First, thanks for the tip. (the code was really getting annoyingly long) secondly, i don't believe that your code is working. perhaps it has something to do with that last line (which i don't really understand the purpose of)
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