• Error after compiling a model
    5 replies, posted
Hello, since yesterday I've started to use 3ds max, I tried to export a csgo model into 3ds max, then recompile it to .mdl file. After the final compilation, the model has his surface going out of his body (I don't know how is it called). Here is a screenshot with errors from the compilation: [url]http://image.noelshack.com/fichiers/2013/32/1376040557-nouvelle-image-7.jpg[/url] And here is the final rendering: [url]http://image.noelshack.com/fichiers/2013/32/1376040770-2013-08-09-00003.jpg[/url] [url]http://image.noelshack.com/fichiers/2013/32/1376040770-2013-08-09-00004.jpg[/url] Thanks in advance, Viktor.
Your rigging is broken. You probably went into the edit mesh modifier and didn't exit out correctly. (enter edit mesh, poly, vert, whatever) select all, deselect all, exit modifier into skin.
Thank you, actually I have another error: [QUOTE]Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo\models/player/viktor/tm_leet_variantB_prisoner.dx90.vtx": WARNING: too few bones/vert (0) : it has no bones![/QUOTE] I don't udnerstand why the compiler write that because there is already the bones in my model. I guess I need to "attach" the bones to my model, but is there a way to do it automatic ? (Because the model was imported from a csgo model and the finished model will be a csgo model too, so his skeleton isn't moving. EDIT: I used Milkshape, I imported my smd and exported it withotu doing anything, the model dont bug anymore, but the model don't have any animations (and is in the T position: [url]http://image.noelshack.com/fichiers/2013/32/1376073977-2013-08-09-00006.jpg[/url] When I select an animation hammer crash). Here is my mdldecompiler.qc : [QUOTE]$cd "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo\models\player\viktor\tm_leet_variantB_prisoner" $modelname "player/viktor/tm_leet_variantB_prisoner.mdl" $model "viktor_t" "tm_leet_variantB_prisoner.SMD" $poseparameter move_yaw -180.00 180.00 360.00 $poseparameter body_pitch -90.00 90.00 360.00 $poseparameter body_yaw -90.00 90.00 360.00 $cdmaterials "models\player\viktor\tm_leet_variantB_prisoner" // Model uses material "tm_elite_head_variantB.vmt" // Model uses material "tm_leet_upperbody_variantB.vmt" // Model uses material "tm_leet_lowerbody_variantB.vmt" $attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate -0.00 0.00 0.00 $attachment "grenade0" "ValveBiped.Bip01_Pelvis" 1.59 -2.07 8.53 rotate 72.50 97.32 89.52 $attachment "grenade1" "ValveBiped.Bip01_Pelvis" 1.64 -4.49 7.34 rotate 49.70 96.52 91.42 $attachment "grenade2" "ValveBiped.Bip01_Pelvis" 1.29 -3.02 -8.10 rotate -77.47 116.22 69.94 $attachment "grenade3" "ValveBiped.Bip01_Pelvis" 1.05 0.33 -8.69 rotate -83.69 -92.58 -81.47 $attachment "grenade4" "ValveBiped.Bip01_Pelvis" 1.38 -5.98 -6.07 rotate -36.50 99.47 88.99 $attachment "pistol" "ValveBiped.Bip01_Pelvis" 4.18 -5.87 -4.28 rotate -31.02 152.10 12.26 $attachment "primary" "ValveBiped.Bip01_Spine3" 1.97 -6.99 0.21 rotate 0.21 179.99 5.16 $attachment "eholster" "ValveBiped.Bip01_Pelvis" 0.53 -6.76 0.58 rotate 54.48 1.60 -0.18 $attachment "c4" "ValveBiped.Bip01_Spine3" 5.58 -5.66 -1.95 rotate -80.42 -29.26 121.95 $attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.35 0.00 rotate 0.00 -0.00 0.00 $attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.35 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 "weapon_bone" "ValveBiped.weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00 $includemodel "player/t_animations.mdl" $surfaceprop "flesh" $eyeposition -0.000 0.000 73.000 $illumposition 11.488 4.370 37.113 $sequence testIdle "testIdle" fps 30.00 $sequence testWalkN "testWalkN" fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.753 0.658 -0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.695 0.719 -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 250.0 $inertia 10.00 $damping 0.01 $rotdamping 4.00 $rootbone "valvebiped.bip01_pelvis" $jointrotdamping "valvebiped.bip01_pelvis" 10.00 $jointmassbias "valvebiped.bip01_r_thigh" 0.80 $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -28.00 8.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -24.00 60.00 0.00 $jointmassbias "valvebiped.bip01_r_calf" 1.20 $jointrotdamping "valvebiped.bip01_r_calf" 3.00 $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 -90.00 -15.00 0.00 $jointmassbias "valvebiped.bip01_l_thigh" 0.80 $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -28.00 8.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -24.00 60.00 0.00 $jointmassbias "valvebiped.bip01_l_calf" 1.20 $jointrotdamping "valvebiped.bip01_l_calf" 3.00 $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 -90.00 -15.00 0.00 $jointmassbias "valvebiped.bip01_l_foot" 0.75 $jointrotdamping "valvebiped.bip01_l_foot" 7.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -10.00 22.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -17.00 24.00 0.00 $jointrotdamping "valvebiped.bip01_spine1" 18.00 $jointconstrain "valvebiped.bip01_spine1" x limit -20.00 20.00 0.00 $jointconstrain "valvebiped.bip01_spine1" y limit -10.00 10.00 0.00 $jointconstrain "valvebiped.bip01_spine1" z limit -15.00 30.00 0.00 $jointmassbias "valvebiped.bip01_spine2" 1.60 $jointrotdamping "valvebiped.bip01_spine2" 12.00 $jointconstrain "valvebiped.bip01_spine2" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -16.00 16.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -15.00 20.00 0.00 $jointmassbias "valvebiped.bip01_r_upperarm" 0.80 $jointrotdamping "valvebiped.bip01_r_upperarm" 16.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 26.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -45.00 15.00 0.00 $jointmassbias "valvebiped.bip01_r_forearm" 1.80 $jointconstrain "valvebiped.bip01_r_forearm" x limit -45.00 45.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 -45.00 0.00 $jointmassbias "valvebiped.bip01_l_upperarm" 0.80 $jointrotdamping "valvebiped.bip01_l_upperarm" 16.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 50.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -26.00 26.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -40.00 15.00 0.00 $jointmassbias "valvebiped.bip01_l_forearm" 1.80 $jointconstrain "valvebiped.bip01_l_forearm" x limit -45.00 45.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 -45.00 0.00 $jointmassbias "valvebiped.bip01_l_hand" 0.60 $jointrotdamping "valvebiped.bip01_l_hand" 8.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -30.00 37.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -20.00 35.00 0.00 $jointmassbias "valvebiped.bip01_r_hand" 0.60 $jointrotdamping "valvebiped.bip01_r_hand" 8.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -37.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -35.00 20.00 0.00 $jointmassbias "valvebiped.bip01_head" 1.50 $jointrotdamping "valvebiped.bip01_head" 10.00 $jointconstrain "valvebiped.bip01_head" x limit -45.00 45.00 0.00 $jointconstrain "valvebiped.bip01_head" y limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_head" z limit -40.00 20.00 0.00 $jointmassbias "valvebiped.bip01_r_foot" 0.75 $jointrotdamping "valvebiped.bip01_r_foot" 7.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -10.00 22.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -19.00 25.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -17.00 24.00 0.00 } [/QUOTE]
[QUOTE=Viktor00;41774677]Thank you, actually I have another error[/QUOTE] That error usually occurs if you're missing a necessary bone or if a necessary bone has no verts assigned to it (such as the pelvis). The other version of the error is that there's a vert which was not assigned to a bone. [QUOTE=Viktor00;41774677]I used Milkshape, I imported my smd and exported it withotu doing anything, the model dont bug anymore, but the model don't have any animations [/QUOTE] Importing and exporting like that can have some strange consequences sometimes, depending on the program. Which milkshape specifically, did you remember to check the box that says "With Vertex Weights (HL2)" when the SMD export window came up?
In order to retain animations you need to add the various $includemodels into the QC to make it load the animations.
Thank you, well, I didn't add the bones in the skin option (in the modifier). EDIT: Well I finally found what was wrong, my ragdoll.smd, testIdle.smd and my testWalkN.smd are broken, is someone know how I could decompile an original model from CS:GO (with gscape) but without any bug ? I already have the ragdoll.smd without bug (I took it from a model created by a player), but now I still need the 2 other files.
Sorry, you need to Log In to post a reply to this thread.