• Error When Compiling For L4D2
    5 replies, posted
I edited the model a tad in Milkshape. Gave the M16 a Silencer just to see if the editing of the model would work. But when I go to compile I get this [code] Created command line: "C:\Program Files (x86)\Steam\steamapps\hggh7\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "c:\program files (x86)\steam\steamapps\hggh7\team fortress 2\tf" -nop4 -nox360 C:\Users\Reid\Desktop\M16\M16Decom\mdldecompiler.qc qdir: "c:\users\reid\desktop\m16\m16decom\" gamedir: "c:\program files (x86)\steam\steamapps\hggh7\team fortress 2\tf\" g_path: "C:\Users\Reid\Desktop\M16\M16Decom\mdldecompiler.qc" Building binary model files... Working on "mdldecompiler.qc" SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/m16ref.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/mdldecompiler_delta.smd ERROR: MdlError(167) : 34 2.997293 0.000065 1.477481 -ERROR: Aborted Processing on 'v_models\v_rifle.mdl'[/code] I don't know what is causing it. If it helps any this is my QC [code] $cd "C:\Users\Reid\Desktop\M16\M16Decom" $modelname "v_models\v_rifle.mdl" $model "v_rifle" "m16ref.smd" $poseparameter ver_aims -1.00 1.00 $poseparameter move_x -1.00 1.00 $cdmaterials "models\v_models\Weapons\rifle\" $cdmaterials "" $hboxset "default" $hbox 0 "ValveBiped.weapon_bone" -1.588 -3.949 -13.546 1.588 6.850 34.444 $hbox 0 "ValveBiped.Bip01_Spine4" 0.000 0.000 -1.500 4.065 1.459 1.500 $hbox 0 "ValveBiped.Bip01_L_Hand" 0.000 -1.287 -1.477 3.684 0.203 1.419 $hbox 0 "ValveBiped.Bip01_R_Hand" 0.000 -1.284 -1.420 3.684 0.201 1.477 $hbox 0 "ValveBiped.weapon_bolt" -1.044 0.000 -9.635 1.061 1.300 0.000 $hbox 0 "ValveBiped.weapon_clip" -0.506 -7.376 -1.514 0.506 0.371 2.546 // Model uses material "models/v_models/Weapons/rifle/m16a2.vmt" // Model uses material "models/v_models/Weapons/rifle/rifle_B.vmt" $attachment "attach_shell_eject" "ValveBiped.attach_shell_eject" 0.00 0.00 0.00 rotate -0.00 0.00 0.00 $attachment "attach_muzzle" "ValveBiped.attach_muzzle" -0.00 0.00 0.00 rotate 0.00 0.00 0.00 $attachment "muzzle_flash" "ValveBiped.weapon_bone" 0.00 3.62 35.24 rotate -90.00 -0.00 0.00 $attachment "flashlight" "ValveBiped.weapon_bone" 0.12 1.74 27.93 rotate -90.00 -0.00 0.00 $attachment "shell" "ValveBiped.weapon_bone" -0.40 3.41 8.66 rotate 1.01 170.47 179.83 $attachment "attach_camera" "ValveBiped.attach_camera" 0.00 0.00 0.00 rotate -0.00 -0.00 0.00 $attachment "fowardnode" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00 $surfaceprop "default" $illumposition 19.849 -3.637 -30.986 $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 $animation look_down "look_down" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation look_mid "look_mid" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation look_up "look_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence look_poses "look_down" fps 30.00 { blendwidth 3 blend ver_aims -1.000000 1.000000 delta look_mid look_up } $sequence idle_raw "idle_raw" fps 30.00 $animation a_run "a_run" loop fps 30.000000 $animation a_idle_1 "a_idle_1" loop fps 30.000000 $sequence idle "a_run" loop ACT_VM_IDLE 1 fps 30.00 { blendwidth 3 blend move_x -1.000000 1.000000 a_idle_1 a_run } $sequence deploy "deploy" ACT_VM_DEPLOY 1 fps 30.00 $sequence deploy_layer "deploy_layer" ACT_VM_DEPLOY_LAYER 1 fps 30.00 subtract mdldecompiler_delta.smd 0 { { event 5004 1 "AK47.Deploy" } } $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 { { event AE_MUZZLEFLASH 0 "1" } } $sequence fire_layer "fire_layer" ACT_VM_PRIMARYATTACK_LAYER 1 fps 30.00 { { event AE_MUZZLEFLASH 0 "1" } } $sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 $sequence reload_layer "reload_layer" ACT_VM_RELOAD_LAYER 1 fps 30.00 { { event 5004 16 "Rifle.ClipOut" } { event 5004 26 "Rifle.Clipin" } { event 5004 34 "Rifle.ClipLocked" } { event 5004 50 "Rifle.FullAutoButton" } } $sequence melee "melee" ACT_VM_MELEE 1 fps 30.00 $sequence melee_layer "melee_layer" ACT_VM_MELEE_LAYER 1 fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence helping_hand_extend "helping_hand_extend" ACT_VM_HELPINGHAND_EXTEND 1 fps 30.00 $sequence helping_hand_extend_layer "helping_hand_extend_layer" ACT_VM_HELPINGHAND_EXTEND_LAYER 1 fps 30.00 { { event 5004 1 "Rifle.HelpingHandExtend" } } $sequence helping_hand_loop "helping_hand_loop" loop ACT_VM_HELPINGHAND_LOOP 1 fps 30.00 $sequence helping_hand_loop_layer "helping_hand_loop_layer" loop ACT_VM_HELPINGHAND_LOOP_LAYER 1 fps 30.00 $sequence helping_hand_retract "helping_hand_retract" ACT_VM_HELPINGHAND_RETRACT 1 fps 30.00 $sequence helping_hand_retract_layer "helping_hand_retract_layer" ACT_VM_HELPINGHAND_RETRACT_LAYER 1 fps 30.00 { { event 5004 1 "Rifle.HelpingHandRetract" } } $sequence item_extend "item_extend" ACT_VM_ITEMPICKUP_EXTEND 1 fps 30.00 $sequence item_extend_layer "item_extend_layer" ACT_VM_ITEMPICKUP_EXTEND_LAYER 1 fps 30.00 { { event 5004 1 "Rifle.ItemPickupExtend" } } $sequence item_loop "item_loop" loop ACT_VM_ITEMPICKUP_LOOP 1 fps 30.00 $sequence item_loop_layer "item [/code] MDLcompile did crash halfway making the QC, is it corrupted? If so is there anywhere I could attain these files aready decompiled since no decompiler works well? [editline]03:25AM[/editline] Now I am getting this [code]GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/ Created command line: "C:\Program Files (x86)\Steam\steamapps\hggh7\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "c:\program files (x86)\steam\steamapps\hggh7\team fortress 2\tf" -nop4 -nox360 C:\Users\Reid\Desktop\M16\M16Decom\mdldecompiler.qc qdir: "c:\users\reid\desktop\m16\m16decom\" gamedir: "c:\program files (x86)\steam\steamapps\hggh7\team fortress 2\tf\" g_path: "C:\Users\Reid\Desktop\M16\M16Decom\mdldecompiler.qc" Building binary model files... Working on "mdldecompiler.qc" SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/m16ref.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/mdldecompiler_delta.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/look_down.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/look_mid.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/look_up.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/idle_raw.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/a_run.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/a_idle_1.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/deploy.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/deploy_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/fire.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/fire_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/reload.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/reload_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/melee.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/melee_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/helping_hand_extend.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/helping_hand_extend_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/helping_hand_loop.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/helping_hand_loop_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/helping_hand_retract.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/helping_hand_retract_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/item_extend.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/item_extend_layer.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/item_loop.smd SMD MODEL C:\Users\Reid\Desktop\M16\M16Decom/item_loop_layer.smd ERROR: cannot find bone ValveBiped.Bip01_Spine4 for bbox ERROR: Aborted Processing on 'v_models\v_rifle.mdl' [/code] Is there a reliable decompiler that doesn't crash that works on W7 32bit? Or are we stuck with Eric's and Cannonfodder's? [editline]04:16AM[/editline] I got it compiled. I had to run MDL Compile AND GUIStudioCompile under Vista compatiblity. However, when I turned it into a VPK and loaded it into L4D2. This happened. [IMG]http://i39.tinypic.com/29ema9.jpg[/IMG] Why is it leaning in the direction of the gun?
I tried it with the edit made in Milkshape and Blender. It both results in this. I am editing the v_m16_rifle.dmx.smd...Should I be editing anything else? I also tried decompiling and just plain recompiling it no edits with to see if there is an error there. The gun worked fine.
I tried it again and got similar results. 3rd person isn't wierd though. Hmmm...
In HL2 when you decompile a View Model, to recompile it and get it working correctly, you had to use [B]rotate -90[/B] in front of every sequence code.. Something like this : [code]$sequence idle_raw "idle_raw" fps 30.00 rotate -90 [/code] If you didn't add that rotation code, the model would become "invisible" ingame because it was away from the Player View Camera, but you could see it in HLMV.. Try that.
I'll give it a shot. [editline]12:18AM[/editline] So this [code]$cd "C:\Users\Reid\Desktop\M16\M16Decom" $modelname "v_models\v_rifle.mdl" $model "v_rifle" "m16.smd" $poseparameter ver_aims -1.00 1.00 $poseparameter move_x -1.00 1.00 $cdmaterials "models\v_models\Weapons\rifle\" $cdmaterials "" $hboxset "default" $hbox 0 "ValveBiped.weapon_bone" -1.588 -3.949 -13.546 1.588 6.850 34.444 $hbox 0 "ValveBiped.Bip01_Spine4" 0.000 0.000 -1.500 4.065 1.459 1.500 $hbox 0 "ValveBiped.Bip01_L_Hand" 0.000 -1.287 -1.477 3.684 0.203 1.419 $hbox 0 "ValveBiped.Bip01_R_Hand" 0.000 -1.284 -1.420 3.684 0.201 1.477 $hbox 0 "ValveBiped.weapon_bolt" -1.044 0.000 -9.635 1.061 1.300 0.000 $hbox 0 "ValveBiped.weapon_clip" -0.506 -7.376 -1.514 0.506 0.371 2.546 // Model uses material "models/v_models/Weapons/rifle/m16a2.vmt" // Model uses material "models/v_models/Weapons/rifle/rifle_B.vmt" $attachment "attach_shell_eject" "ValveBiped.attach_shell_eject" 0.00 0.00 0.00 rotate -0.00 0.00 0.00 $attachment "attach_muzzle" "ValveBiped.attach_muzzle" -0.00 0.00 0.00 rotate 0.00 0.00 0.00 $attachment "muzzle_flash" "ValveBiped.weapon_bone" 0.00 3.62 35.24 rotate -90.00 -0.00 0.00 $attachment "flashlight" "ValveBiped.weapon_bone" 0.12 1.74 27.93 rotate -90.00 -0.00 0.00 $attachment "shell" "ValveBiped.weapon_bone" -0.40 3.41 8.66 rotate 1.01 170.47 179.83 $attachment "attach_camera" "ValveBiped.attach_camera" 0.00 0.00 0.00 rotate -0.00 -0.00 0.00 $attachment "fowardnode" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00 $surfaceprop "default" $illumposition 19.849 -3.637 -30.986 $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 rotate -90 $animation look_down "look_down" fps 30.000000 rotate -90 subtract mdldecompiler_delta.smd 0 $animation look_mid "look_mid" fps 30.000000 rotate -90 subtract mdldecompiler_delta.smd 0 $animation look_up "look_up" fps 30.000000 rotate -90 subtract mdldecompiler_delta.smd 0 $sequence look_poses "look_down" fps 30.00 rotate -90 { blendwidth 3 blend ver_aims -1.000000 1.000000 delta look_mid look_up } $sequence idle_raw "idle_raw" fps 30.00 rotate -90 $animation a_run "a_run" loop fps 30.000000 rotate -90 $animation a_idle_1 "a_idle_1" loop fps 30.000000 rotate -90 $sequence idle "a_run" loop ACT_VM_IDLE 1 fps 30.00 rotate -90 { blendwidth 3 blend move_x -1.000000 1.000000 a_idle_1 a_run } $sequence deploy "deploy" ACT_VM_DEPLOY 1 fps 30.00 rotate -90 $sequence deploy_layer "deploy_layer" ACT_VM_DEPLOY_LAYER 1 fps 30.00 rotate -90 subtract mdldecompiler_delta.smd 0 { { event 5004 1 "AK47.Deploy" } } $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 rotate -90 { { event AE_MUZZLEFLASH 0 "1" } } $sequence fire_layer "fire_layer" ACT_VM_PRIMARYATTACK_LAYER 1 fps 30.00 rotate -90{ { event AE_MUZZLEFLASH 0 "1" } } $sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 rotate -90 $sequence reload_layer "reload_layer" ACT_VM_RELOAD_LAYER 1 fps 30.00 rotate -90 { { event 5004 16 "Rifle.ClipOut" } { event 5004 26 "Rifle.Clipin" } { event 5004 34 "Rifle.ClipLocked" } { event 5004 50 "Rifle.FullAutoButton" } } $sequence melee "melee" ACT_VM_MELEE 1 fps 30.00 rotate -90 $sequence melee_layer "melee_layer" ACT_VM_MELEE_LAYER 1 fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence helping_hand_extend "helping_hand_extend" ACT_VM_HELPINGHAND_EXTEND 1 fps 30.00 rotate -90 $sequence helping_hand_extend_layer "helping_hand_extend_layer" ACT_VM_HELPINGHAND_EXTEND_LAYER 1 fps 30.00 rotate -90{ { event 5004 1 "Rifle.HelpingHandExtend" } } $sequence helping_hand_loop "helping_hand_loop" loop ACT_VM_HELPINGHAND_LOOP 1 fps 30.00 rotate -90 $sequence helping_hand_loop_layer "helping_hand_loop_layer" loop ACT_VM_HELPINGHAND_LOOP_LAYER 1 fps 30.00 rotate -90 $sequence helping_hand_retract "helping_hand_retract" ACT_VM_HELPINGHAND_RETRACT 1 fps 30.00 rotate -90 $sequence helping_hand_retract_layer "helping_hand_retract_layer" ACT_VM_HELPINGHAND_RETRACT_LAYER 1 fps 30.00 rotate -90 { { event 5004 1 "Rifle.HelpingHandRetract" } } $sequence item_extend "item_extend" ACT_VM_ITEMPICKUP_EXTEND 1 fps 30.00 $sequence item_extend_layer "item_extend_layer" ACT_VM_ITEMPICKUP_EXTEND_LAYER 1 fps 30.00 { { event 5004 1 "Rifle.ItemPickupExtend" } } $sequence item_loop "item_loop" loop ACT_VM_ITEMPICKUP_LOOP 1 fps 30.00 $sequence item_loop_layer "item_loop_layer" loop ACT_VM_ITEMPICKUP_LOOP_LAYER 1 fps 30.00 $sequence item_retract "item_retract" ACT_VM_ITEMPICKUP_RETRACT 1 fps 30.00 $sequence item_retract_layer "item_retract_layer" ACT_VM_ITEMPICKUP_RETRACT_LAYER 1 fps 30.00 { { event 5004 1 "Rifle.ItemPickupRetract" } } $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.468 0.884 0.000 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.000 0.000 0.000 [/code]
Bump for someone with knowledge to check to see if I did it right? I cannot compile now for L4D is being a bitch.
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