• Help! My custom model looks all blocky.
    8 replies, posted
When I compile my demoman replacement, everything works. Hooray. But it looks really low poly/blocky. First time using Facepunch, so I'm not really sure how it works. [url]http://i815.photobucket.com/albums/zz71/Wati_Feir_photos/demolowpoly3.jpg[/url] Faceposing works fine [url]http://i815.photobucket.com/albums/zz71/Wati_Feir_photos/demolowpoly2.jpg[/url] Afro works fine [url]http://i815.photobucket.com/albums/zz71/Wati_Feir_photos/demolowpoly.jpg[/url] What. Anyway, I really need help. I can't continue working on these, if I have to release them like this :(.. Oh, and here's the model in 3dsmax 2010 [url]http://i815.photobucket.com/albums/zz71/Wati_Feir_photos/demomax.jpg[/url] And my QC file? $cd "C:\Users\DCC\Pictures\SKins\3dsmodels\tf2hatprops\demoflared\demomanflares" $modelname "player/demo.mdl" $model "demo" "demo_morphs_low.smd" { flexfile "demo_expressions.vta" { flexpair "CloseLidLo" 1.0 frame 1 flexpair "CloseLidUp" 1.0 frame 2 flex "WQ" frame 3 flex "OO" frame 4 flex "MB" frame 5 flex "SH" frame 6 flex "Y" frame 7 flex "FV" frame 8 flex "AH" frame 9 flex "AE" frame 10 flex "UH" frame 11 flex "AW" frame 12 flex "EE" frame 13 flex "PP" frame 14 flex "OH" frame 15 flex "TH" frame 16 flex "T" frame 17 flex "ER" frame 18 flex "DS" frame 19 flex "GK" frame 20 flex "N" frame 21 flex "EH" frame 22 flex "silence" frame 23 flex "madUpper" frame 24 flex "scaredUpper" frame 25 flex "painUpper" frame 26 flex "happyUpper" frame 27 flex "defaultFace" frame 28 flex "scared" frame 29 flex "mad" frame 30 flex "pain" frame 31 flex "happy" frame 32 flex "openJaw" frame 33 flex "evilHappy" frame 34 flex "screamingUpper" frame 35 flex "drunkHappy" frame 36 flex "dead" frame 37 } eyeball righteye bip_head -1.424 78.598 3.375 eyeball_r 1.400 4.000 models/player/demo/demoman_red 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 "demo_expressions.vta" lowerer 39 -1.000000 neutral 39 0.000000 raiser 39 1.000000 split 0.1 eyeball righteye // eyelid lower_right "demo_expressions.vta" lowerer 39 -1.000000 neutral 39 0.000000 raiser 39 1.000000 split 0.1 eyeball righteye flexcontroller right_CloseLid right_CloseLid "range" -1.000 1.000 flexcontroller left_CloseLid left_CloseLid "range" -1.000 1.000 flexcontroller multi_CloseLid multi_CloseLid "range" -1.000 1.000 flexcontroller blink blink "range" 0.000 1.000 flexcontroller GK GK "range" 0.000 1.000 flexcontroller happy happy "range" 0.000 1.000 flexcontroller happyUpper happyUpper "range" 0.000 1.000 flexcontroller AW AW "range" 0.000 1.000 flexcontroller dead dead "range" 0.000 1.000 flexcontroller evilHappy evilHappy "range" 0.000 1.000 flexcontroller T T "range" 0.000 1.000 flexcontroller EE EE "range" 0.000 1.000 flexcontroller drunkHappy drunkHappy "range" 0.000 1.000 flexcontroller UH UH "range" 0.000 1.000 flexcontroller TH TH "range" 0.000 1.000 flexcontroller DS DS "range" 0.000 1.000 flexcontroller mad mad "range" 0.000 1.000 flexcontroller scared scared "range" 0.000 1.000 flexcontroller defaultFace defaultFace "range" 0.000 1.000 flexcontroller N N "range" 0.000 1.000 flexcontroller ER ER "range" 0.000 1.000 flexcontroller painUpper painUpper "range" 0.000 1.000 flexcontroller PP PP "range" 0.000 1.000 flexcontroller OH OH "range" 0.000 1.000 flexcontroller madUpper madUpper "range" 0.000 1.000 flexcontroller scaredUpper scaredUpper "range" 0.000 1.000 flexcontroller pain pain "range" 0.000 1.000 flexcontroller screamingUpper screamingUpper "range" 0.000 1.000 flexcontroller EH EH "range" 0.000 1.000 flexcontroller silence silence "range" 0.000 1.000 flexcontroller WQ WQ "range" 0.000 1.000 flexcontroller OO OO "range" 0.000 1.000 flexcontroller MB MB "range" 0.000 1.000 flexcontroller SH SH "range" 0.000 1.000 flexcontroller Y Y "range" 0.000 1.000 flexcontroller FV FV "range" 0.000 1.000 flexcontroller AH AH "range" 0.000 1.000 flexcontroller AE AE "range" 0.000 1.000 flexcontroller openJaw openJaw "range" 0.000 1.000 flexcontroller eyes eyes_updown "range" -45.000 45.000 flexcontroller eyes eyes_rightleft "range" -45.000 45.000 %WQ = WQ %OO = OO %MB = MB %SH = SH %Y = Y %FV = FV %AH = AH %AE = AE %UH = UH %AW = AW %EE = EE %PP = PP %OH = OH %TH = TH %T = T %ER = ER %DS = DS %GK = GK %N = N %EH = EH %silence = silence %madUpper = madUpper %scaredUpper = scaredUpper %painUpper = painUpper %happyUpper = happyUpper %defaultFace = defaultFace %scared = scared %mad = mad %pain = pain %happy = happy %openJaw = openJaw %evilHappy = evilHappy %screamingUpper = screamingUpper %drunkHappy = drunkHappy %dead = dead } $model "smile" "UnknownModelName.smd" $poseparameter body_pitch -45.00 45.00 360.00 $poseparameter body_yaw -45.00 45.00 360.00 $cdmaterials "models\player\demo\" $cdmaterials "" $texturegroup skinfamilies { {"models/player/demo/demoman_red.vmt" "models/player/demo/demoman_head_red.vmt" "models/player/demo/eyeball_r.vmt" } {"demoman_blue.vmt" "demoman_head_blue.vmt" "models/player/demo/eyeball_r.vmt" } {"demoman_red_invun.vmt" "demoman_head_red_invun.vmt" "eyeball_invun.vmt" } {"demoman_blue_invun.vmt" "demoman_head_blue_invun.vmt" "eyeball_invun.vmt" } } $hboxset "demoman" $hbox 1 "bip_head" -6.000 -8.000 -7.500 6.000 5.000 4.500 $hbox 0 "bip_pelvis" -9.000 0.000 -5.500 9.000 10.000 5.500 $hbox 3 "bip_spine_0" -10.000 -2.000 -10.000 10.000 4.000 6.000 $hbox 3 "bip_spine_1" -11.000 -3.000 -11.000 11.000 3.000 5.000 $hbox 2 "bip_spine_2" -11.500 -3.000 -11.000 11.500 3.000 5.000 $hbox 2 "bip_spine_3" -13.110 -4.000 -10.000 13.110 2.000 5.000 $hbox 4 "bip_upperArm_L" 0.000 -3.000 -4.750 16.000 3.000 2.750 $hbox 4 "bip_lowerArm_L" 0.000 -2.250 -4.250 13.000 2.250 2.750 $hbox 4 "bip_hand_L" -5.000 -10.000 -3.000 1.000 0.000 5.000 $hbox 5 "bip_upperArm_R" 0.000 -2.750 -3.000 16.000 4.750 3.000 $hbox 5 "bip_lowerArm_R" 0.000 -2.250 -2.600 13.000 4.250 2.100 $hbox 5 "bip_hand_R" -1.000 0.000 -5.000 5.000 10.000 3.000 $hbox 6 "bip_hip_L" 1.500 -5.000 -5.000 18.500 3.000 4.000 $hbox 6 "bip_knee_L" -0.500 -2.500 -4.500 20.500 3.000 2.500 $hbox 6 "bip_foot_L" -2.450 -11.500 -4.000 3.050 3.500 2.000 $hbox 7 "bip_hip_R" 1.500 -4.000 -3.000 18.500 5.000 5.000 $hbox 7 "bip_knee_R" -0.500 -3.000 -4.500 20.500 2.500 2.500 $hbox 7 "bip_foot_R" -3.050 -3.500 -2.000 2.450 11.500 4.000 // Model uses material "models/player/demo/demoman_red.vmt" // Model uses material "models/player/demo/demoman_head_red.vmt" // Model uses material "models/player/demo/eyeball_r.vmt" // Model uses material "models/effects/smiley.vmt" // Model uses material "demoman_blue.vmt" // Model uses material "demoman_head_blue.vmt" // Model uses material "demoman_red_invun.vmt" // Model uses material "demoman_head_red_invun.vmt" // Model uses material "eyeball_invun.vmt" // Model uses material "demoman_blue_invun.vmt" // Model uses material "demoman_head_blue_invun.vmt" $attachment "eyes" "bip_head" 0.00 -2.43 -3.77 rotate 90.00 -90.00 0.00 $attachment "righteye" "bip_head" -1.42 -2.43 -3.77 rotate 90.00 -90.00 0.00 $attachment "foot_L" "bip_foot_L" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00 $attachment "foot_R" "bip_foot_R" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00 $attachment "partyhat" "bip_head" 0.00 -7.52 -0.62 rotate 90.00 -79.00 0.00 $attachment "head" "bip_head" 0.00 -8.82 -0.62 rotate 90.00 -90.00 0.00 $attachment "flag" "bip_spine_2" 0.27 1.65 9.72 rotate -0.35 -13.37 -4.65 $includemodel "player/demo_animations.mdl" $surfaceprop "flesh" $eyeposition -78.511 0.000 0.000 $illumposition 0.539 0.000 40.138 $sequence ref "ref" fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand bip_hand_R knee 0.000 0.000 0.000 $ikchain lhand bip_hand_L knee 0.000 0.000 0.000 $ikchain rfoot bip_foot_R knee 0.000 0.000 0.000 $ikchain lfoot bip_foot_L knee 0.000 0.000 0.000 $collisionjoints "phymodel.smd" { $mass 100.0 $inertia 10.00 $damping 0.00 $rotdamping 4.00 $rootbone "bip_pelvis" $jointrotdamping "bip_pelvis" 0.00 $jointmassbias "bip_hip_r" 0.80 $jointconstrain "bip_hip_r" x limit -30.00 15.00 0.00 $jointconstrain "bip_hip_r" y limit -25.00 25.00 0.00 $jointconstrain "bip_hip_r" z limit -79.00 57.00 0.00 $jointmassbias "bip_knee_r" 1.20 $jointrotdamping "bip_knee_r" 3.00 $jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_r" y limit 0.00 116.00 0.00 $jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00 $jointmassbias "bip_hip_l" 0.80 $jointconstrain "bip_hip_l" x limit -15.00 25.00 0.00 $jointconstrain "bip_hip_l" y limit -70.00 50.00 0.00 $jointconstrain "bip_hip_l" z limit -25.00 30.00 0.00 $jointmassbias "bip_knee_l" 1.20 $jointrotdamping "bip_knee_l" 3.00 $jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_l" y limit 0.00 116.00 0.00 $jointconstrain "bip_knee_l" z limit 0.00 0.00 0.00 $jointmassbias "bip_foot_l" 0.75 $jointrotdamping "bip_foot_l" 7.00 $jointconstrain "bip_foot_l" x limit -10.00 30.00 0.00 $jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_l" z limit -25.00 30.00 0.00 $jointmassbias "bip_spine_1" 1.60 $jointrotdamping "bip_spine_1" 12.00 $jointconstrain "bip_spine_1" x limit -30.00 35.00 0.00 $jointconstrain "bip_spine_1" y limit -25.00 23.00 0.00 $jointconstrain "bip_spine_1" z limit -23.00 23.00 0.00 $jointmassbias "bip_upperarm_r" 0.80 $jointrotdamping "bip_upperarm_r" 16.00 $jointconstrain "bip_upperarm_r" x limit -50.00 60.00 0.00 $jointconstrain "bip_upperarm_r" y limit -19.00 55.00 0.00 $jointconstrain "bip_upperarm_r" z limit -80.00 55.00 0.00 $jointmassbias "bip_lowerarm_r" 1.80 $jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" z limit -120.00 -6.00 0.00 $jointmassbias "bip_upperarm_l" 0.80 $jointrotdamping "bip_upperarm_l" 16.00 $jointconstrain "bip_upperarm_l" x limit -50.00 60.00 0.00 $jointconstrain "bip_upperarm_l" y limit -80.00 55.00 0.00 $jointconstrain "bip_upperarm_l" z limit -19.00 60.00 0.00 $jointmassbias "bip_lowerarm_l" 1.80 $jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_l" y limit -120.00 -6.00 0.00 $jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00 $jointmassbias "bip_hand_l" 0.60 $jointrotdamping "bip_hand_l" 8.00 $jointconstrain "bip_hand_l" x limit -30.00 25.00 0.00 $jointconstrain "bip_hand_l" y limit -60.00 55.00 0.00 $jointconstrain "bip_hand_l" z limit -30.00 40.00 0.00 $jointmassbias "bip_head" 1.50 $jointrotdamping "bip_head" 8.00 $jointconstrain "bip_head" x limit -30.00 10.00 0.00 $jointconstrain "bip_head" y limit -45.00 45.00 0.00 $jointconstrain "bip_head" z limit -30.00 30.00 0.00 $jointmassbias "bip_hand_r" 0.60 $jointrotdamping "bip_hand_r" 8.00 $jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00 $jointconstrain "bip_hand_r" y limit -60.00 55.00 0.00 $jointconstrain "bip_hand_r" z limit -30.00 40.00 0.00 $jointmassbias "bip_foot_r" 0.75 $jointrotdamping "bip_foot_r" 7.00 $jointconstrain "bip_foot_r" x limit -10.00 30.00 0.00 $jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_r" z limit -17.00 24.00 0.00 } $collisiontext { break { "model" "player\gibs\demogib006" "health" "0" "fadetime" "10"} break { "model" "player\gibs\demogib001" "health" "0" "fadetime" "10"} break { "model" "player\gibs\demogib003" "health" "0" "fadetime" "10"} break { "model" "player\gibs\demogib005" "health" "0" "fadetime" "10"} break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"} break { "model" "player\gibs\demogib002" "health" "0" "fadetime" "10"} break { "model" "player\gibs\demogib004" "health" "0" "fadetime" "10"} }
If your smoothing groups work fine in 3ds Max but not in-game, then it's either a problem with your smd exporter or the compiling. My first bet is on the smd exporter. Just to verify that this is, in fact, a problem with either of those, try getting a very simple static model in-game, or at least in the model viewer, which has smoothing groups. If the smoothing groups still don't work after that, fiddle with the smd export options for your demo replacement, and, failing that, try finding a new 3ds Max smd exporter.
[QUOTE=Smashmaster;22549257]If your smoothing groups work fine in 3ds Max but not in-game, then it's either a problem with your smd exporter or the compiling. My first bet is on the smd exporter. Just to verify that this is, in fact, a problem with either of those, try getting a very simple static model in-game, or at least in the model viewer, which has smoothing groups. If the smoothing groups still don't work after that, fiddle with the smd export options for your demo replacement, and, failing that, try finding a new 3ds Max smd exporter.[/QUOTE] It's probably the smd exporter, but I could only find one. I've had this problem before, along with hat bones not working properly. Think you could point me to a few smd exporters/importers? [editline]07:15AM[/editline] Ah, and I use Max 2009, I'm an idiot and I made a mistake in the post.
[QUOTE=Wati Feir;22549276]It's probably the smd exporter, but I could only find one. I've had this problem before, along with hat bones not working properly. Think you could point me to a few smd exporters/importers? [editline]07:15AM[/editline] Ah, and I use Max 2009, I'm an idiot and I made a mistake in the post.[/QUOTE] Admitting you're an idiot only makes you look like an idiot, and also: Smd Exporters: Wunderboy's: [url]http://www.wunderboy.org/blog/175[/url] Cannonfodder's: [url]http://www.chaosincarnate.net/cannonfodder/3dsmax.php[/url]
wait, I got it to work ^_^..
Just add an autosmooth modifier. [editline]12:41AM[/editline] And by that I mean smooth modifier and check autosmooth
Nevermind, I got it working. Thanks anyway though.
What exactly have you changed on the model? It looks exactly the same as the normal demoman.
[QUOTE=Omolong;22576208]What exactly have you changed on the model? It looks exactly the same as the normal demoman.[/QUOTE] Gave him flares.
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