• Model Compiling and Viewing
    3 replies, posted
Hey guys. So I've recently started getting into working with headhacks. Link below to show a semi finished one. [url]http://gyazo.com/0b22028630939a74680a0a33c2ad2c39[/url] Now, while I've had no trouble with getting this compiled or anything, the problem I'm having is once it's been compiled, I dont know what to do. Below is a screencap showing all the files I had after I compiled it. [url]http://gyazo.com/7da75959cadff4396573e1f24a4d8f60[/url] So what I need help with is getting it into the model viewer and Gmod. All help is appreciated! Thanks! Jimmies.
[URL="http://source.gamebanana.com/tuts/11227"]Here's a good compiling tutorial[/URL]. Once you've compiled a QC you should have a .mdl, 2 .dx.vtx files, and .vvd. (and a .phy if you have $collisionmodel). To preview an MDL file use [URL="https://developer.valvesoftware.com/wiki/HLMV"]HLMV[/URL].
I just compiled into an empty folder that had the QC in it and nothing happened. Help?[QUOTE=SergerantJoe;42365294][URL="http://source.gamebanana.com/tuts/11227"]Here's a good compiling tutorial[/URL]. Once you've compiled a QC you should have a .mdl, 2 .dx.vtx files, and .vvd. (and a .phy if you have $collisionmodel). To preview an MDL file use [URL="https://developer.valvesoftware.com/wiki/HLMV"]HLMV[/URL].[/QUOTE] [editline]1st October 2013[/editline] [QUOTE=SergerantJoe;42365294][URL="http://source.gamebanana.com/tuts/11227"]Here's a good compiling tutorial[/URL]. Once you've compiled a QC you should have a .mdl, 2 .dx.vtx files, and .vvd. (and a .phy if you have $collisionmodel). To preview an MDL file use [URL="https://developer.valvesoftware.com/wiki/HLMV"]HLMV[/URL].[/QUOTE] Here's the QC I'm compiling if that helps. $cd "C:\Users\Administrator\Desktop\Headhack" $modelname "Ninja\BF3\US_Singleplayer_Generic1.mdl" $model "Assault" "Matkovic_Head.smd" { flexfile "mdldecompiler_expressions.vta" { flexpair "blink" 1.0 frame 1 flexpair "eyelid_droop" 1.0 frame 2 flexpair "eyelid_lower_up" 1.0 frame 3 flexpair "eyelid_upper_up" 1.0 frame 4 flexpair "eyelid_wide" 1.0 frame 5 flexpair "eyebrow_up" 1.0 frame 6 flexpair "eyebrow_down" 1.0 frame 7 flexpair "eyebrow_outer_down" 1.0 frame 8 flexpair "eyebrow_outer_up" 1.0 frame 9 flexpair "smile" 1.0 frame 10 flexpair "smirk" 1.0 frame 11 flexpair "sad" 1.0 frame 12 flexpair "stretch" 1.0 frame 13 flexpair "mouth_part" 1.0 frame 14 flexpair "mouth_pucker" 1.0 frame 15 flexpair "sniff" 1.0 frame 16 flexpair "cheek_up" 1.0 frame 17 flexpair "mouth_open_lower" 1.0 frame 18 flexpair "mouth_open_upper" 1.0 frame 19 flex "jaw_down" frame 20 flex "jaw_down_closed" frame 21 flex "cheek_blow" frame 22 flex "cheek_suck" frame 23 flex "mouth_left" frame 24 flex "mouth_right" frame 25 flex "sphere" frame 26 flex "relax" frame 27 flex "derp" frame 28 } eyeball righteye ValveBiped.Bip01_Head1 -1.250 -2.847 68.084 eyeball_r 1.000 4.000 matkovic_head_d 0.600 eyeball lefteye ValveBiped.Bip01_Head1 1.250 -2.847 68.084 eyeball_l 1.000 -4.000 matkovic_head_d 0.600 // 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 32 -1.000000 neutral 32 0.000000 raiser 32 1.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 32 -1.000000 neutral 32 0.000000 raiser 32 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 32 -1.000000 neutral 32 0.000000 raiser 32 1.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 32 -1.000000 neutral 32 0.000000 raiser 32 1.000000 split -0.1 eyeball lefteye flexcontroller phoneme blink_right "range" 0.000 1.000 flexcontroller phoneme blink_left "range" 0.000 1.000 flexcontroller phoneme eyelid_droop_right "range" 0.000 1.000 flexcontroller phoneme eyelid_droop_left "range" 0.000 1.000 flexcontroller phoneme eyelid_lower_up_right "range" 0.000 1.000 flexcontroller phoneme eyelid_lower_up_left "range" 0.000 1.000 flexcontroller phoneme eyelid_upper_up_right "range" 0.000 1.000 flexcontroller phoneme eyelid_upper_up_left "range" 0.000 1.000 flexcontroller phoneme eyelid_wide_right "range" 0.000 1.000 flexcontroller phoneme eyelid_wide_left "range" 0.000 1.000 flexcontroller phoneme eyebrow_up_right "range" 0.000 1.000 flexcontroller phoneme eyebrow_up_left "range" 0.000 1.000 flexcontroller phoneme eyebrow_down_right "range" 0.000 1.000 flexcontroller phoneme eyebrow_down_left "range" 0.000 1.000 flexcontroller phoneme eyebrow_outer_down_right "range" 0.000 1.000 flexcontroller phoneme eyebrow_outer_down_left "range" 0.000 1.000 flexcontroller phoneme eyebrow_outer_up_right "range" 0.000 1.000 flexcontroller phoneme eyebrow_outer_up_left "range" 0.000 1.000 flexcontroller phoneme smile_right "range" 0.000 1.000 flexcontroller phoneme smile_left "range" 0.000 1.000 flexcontroller phoneme smirk_right "range" 0.000 1.000 flexcontroller phoneme smirk_left "range" 0.000 1.000 flexcontroller phoneme sad_right "range" 0.000 1.000 flexcontroller phoneme sad_left "range" 0.000 1.000 flexcontroller phoneme stretch_right "range" 0.000 1.000 flexcontroller phoneme stretch_left "range" 0.000 1.000 flexcontroller phoneme mouth_part_right "range" 0.000 1.000 flexcontroller phoneme mouth_part_left "range" 0.000 1.000 flexcontroller phoneme mouth_pucker_right "range" 0.000 1.000 flexcontroller phoneme mouth_pucker_left "range" 0.000 1.000 flexcontroller phoneme sniff_right "range" 0.000 1.000 flexcontroller phoneme sniff_left "range" 0.000 1.000 flexcontroller phoneme cheek_up_right "range" 0.000 1.000 flexcontroller phoneme cheek_up_left "range" 0.000 1.000 flexcontroller phoneme mouth_open_lower_right "range" 0.000 1.000 flexcontroller phoneme mouth_open_lower_left "range" 0.000 1.000 flexcontroller phoneme mouth_open_upper_right "range" 0.000 1.000 flexcontroller phoneme mouth_open_upper_left "range" 0.000 1.000 flexcontroller phoneme jaw_down "range" 0.000 1.000 flexcontroller phoneme jaw_down_closed "range" 0.000 1.000 flexcontroller phoneme cheek_blow "range" 0.000 1.000 flexcontroller phoneme cheek_suck "range" 0.000 1.000 flexcontroller phoneme mouth_left "range" 0.000 1.000 flexcontroller phoneme mouth_right "range" 0.000 1.000 flexcontroller phoneme sphere "range" 0.000 1.000 flexcontroller phoneme relax "range" 0.000 1.000 flexcontroller phoneme derp "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" -65.000 65.000 flexcontroller eyes eyes_rightleft "range" -65.000 65.000 %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_upL = eyebrow_up_left %eyebrow_upR = eyebrow_up_right %eyebrow_downL = eyebrow_down_left %eyebrow_downR = eyebrow_down_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 %smileL = smile_left %smileR = smile_right %smirkL = smirk_left %smirkR = smirk_right %sadL = sad_left %sadR = sad_right %stretchL = stretch_left %stretchR = stretch_right %mouth_partL = mouth_part_left %mouth_partR = mouth_part_right %mouth_puckerL = mouth_pucker_left %mouth_puckerR = mouth_pucker_right %sniffL = sniff_left %sniffR = sniff_right %cheek_upL = cheek_up_left %cheek_upR = cheek_up_right %mouth_open_lowerL = mouth_open_lower_left %mouth_open_lowerR = mouth_open_lower_right %mouth_open_upperL = mouth_open_upper_left %mouth_open_upperR = mouth_open_upper_right %jaw_down = jaw_down %jaw_down_closed = jaw_down_closed %cheek_blow = cheek_blow %cheek_suck = cheek_suck %mouth_left = mouth_left %mouth_right = mouth_right %sphere = sphere %relax = relax %derp = derp } $model "Helmet" "matkovic_Helmet.smd" $model "Helmet" "matkovic_Helmet2.smd" $model "Helmet" "matkovic_Helmet3.smd" $model "Helmet" "matkovic_Helmet4.smd" $model "Helmet" "matkovic_Helmet5.smd" $model "Helmet" "matkovic_Helmet6.smd" $model "Helmet" "matkovic_Helmet7.smd" $model "Helmet" "UnknownModelName.smd" $model "Gear" "campo_gear.smd" $model "Gear" "brady_gear.smd" $model "Gear" "UnknownModelName.smd" $model "Belt" "chaffin_Belt.smd" $model "Belt" "campo_Belt.smd" $model "Belt" "UnknownModelName.smd" $model "Torso" "campo_torso.smd" $model "Torso" "brady_torso.smd" $model "Legs" "campo_Legs.smd" $model "Legs" "campo_Legs1.smd" $model "Legs" "chaffin_Legs.smd" $model "Legs" "Brady_Legs.smd" $cdmaterials "models\Ninja\BF3\US_Matkovic\" $cdmaterials "models\Ninja\BF3\US_Montes\" $cdmaterials "models\Ninja\BF3\US_Campo\" $cdmaterials "models\Ninja\BF3\US_Singleplayer\" $texturegroup skinfamilies { {"matkovic_head_d.vmt" "matkovic_mouth_d.vmt" "Eyeball_l.vmt" "Eyeball_r.vmt" "sunglasses_d.vmt" } {"matkovic_head_dirty.vmt" "matkovic_mouth_d.vmt" "Eyeball_l.vmt" "Eyeball_r.vmt" "sunglasses_d.vmt" } {"Montes_head_d.vmt" "matkovic_mouth_d.vmt" "Eyeball_l.vmt" "Eyeball_r.vmt" "sunglasses_d.vmt" } {"Montes_head_dirty.vmt" "matkovic_mouth_d.vmt" "Eyeball_l.vmt" "Eyeball_r.vmt" "sunglasses_d.vmt" } {"campo_head_d.vmt" "matkovic_mouth_d.vmt" "Eyeball_l.vmt" "Eyeball_r.vmt" "sunglasses_d.vmt" } {"campo_head_dirty.vmt" "matkovic_mouth_d.vmt" "Eyeball_l.vmt" "Eyeball_r.vmt" "sunglasses_d.vmt" } } $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.250 -6.500 -3.190 8.250 3.500 3.310 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000 -2.750 -2.750 12.510 1.750 2.250 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000 -2.190 -2.380 13.000 1.810 1.620 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.060 -2.000 -1.500 4.060 1.000 2.500 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000 -3.000 -2.250 12.390 2.000 2.750 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -2.200 -1.550 12.500 1.800 2.450 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.060 -2.000 -2.500 4.060 1.000 1.500 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -3.510 -3.280 15.640 3.490 2.720 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.070 -2.000 -2.840 5.040 5.000 2.160 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500 -3.000 -2.190 2.500 0.000 2.460 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -3.750 -3.250 17.850 3.750 3.250 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -3.510 -2.820 15.640 3.490 3.180 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.060 -2.010 -2.280 5.050 4.990 2.720 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500 -3.000 -2.600 2.500 0.000 2.100 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.500 -5.500 -6.000 7.500 8.500 5.000 $hbox 2 "ValveBiped.Bip01_Spine2" -2.500 -2.500 -7.000 14.500 7.500 7.000 // Model uses material "matkovic_head_d.vmt" // Model uses material "matkovic_mouth_d.vmt" // Model uses material "Eyeball_l.vmt" // Model uses material "Eyeball_r.vmt" // Model uses material "sunglasses_d.vmt" // Model uses material "SP_Support_Helmet_nodetail.vmt" // Model uses material "SP_Support_Helmet.vmt" // Model uses material "SP_Support_Helmet_nodetail.vmt" // Model uses material "SP_Support_Helmet.vmt" // Model uses material "cole_helmet_nodetail.vmt" // Model uses material "SP_Assault_Torso.vmt" // Model uses material "SP_Assault_Torso_nodetail.vmt" // Model uses material "cable_d.vmt" // Model uses material "SP_Recon_Torso_Nodetail.vmt" // Model uses material "SP_Recon_Torso.vmt" // Model uses material "us_recon_torso_nodetail.vmt" // Model uses material "SP_Engineer_Pants.vmt" // Model uses material "SP_Support_Pants.vmt" // Model uses material "SP_Assault_Pants.vmt" // Model uses material "SP_Assault_Pants_Nodetail.vmt" // Model uses material "SP_Support_Pants_Nodetail.vmt" // Model uses material "SP_Recon_Pants.vmt" // Model uses material "SP_Recon_Pants_Nodetail.vmt" // Model uses material "matkovic_head_dirty.vmt" // Model uses material "Montes_head_d.vmt" // Model uses material "Montes_head_dirty.vmt" // Model uses material "campo_head_d.vmt" // Model uses material "campo_head_dirty.vmt" $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 "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00 $surfaceprop "flesh" $illumposition -0.173 4.398 34.618 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $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 -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00 $jointconstrain "valvebiped.bip01_l_thigh" z limit -140.00 140.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" z limit -140.00 140.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00 $jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" x limit -28.00 19.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" y limit -16.00 26.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" z limit -10.00 46.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 19.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" y limit -16.00 26.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" z limit -10.00 46.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_neck1" x limit -0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_neck1" y limit -0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_neck1" z limit -0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00 $jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -70.00 70.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00 $animatedfriction 1.000 400.000 0.500 0.000 0.300 }
paste your compile log. Also that which you are showing as compiled actually isn't. Those are source files which are either exported from a 3d program or decompiled out of a compiled model.
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