• studiomdl,guistudiomdl error "expecting number,got"
    4 replies, posted
thanks to jojje,bu342 i solved problem about 'unknown model option' and 'steam app user info' but there's a new problem i have no idea what should i do with this: [IMG]http://img2.ruliweb.daum.net/mypi/gup/a/18/12/o/11842006790.jpg[/IMG] same error ouccers in guistudiomdl [IMG]http://img2.ruliweb.daum.net/mypi/gup/a/18/12/o/11842016020.jpg[/IMG] here's my qc [QUOTE]$cd "C:\Users\hyeon\Desktop\evyuse" $modelname "player\evy\evy.mdl" $model "evy" "pc_evy_reference.smd" $model "foot" "pc_female_scarlet_foot.smd" $model "hand" "pc_female_scarlet_hand.smd" $model "head" "pc_female_scarlet_head.smd" $model "lower" "pc_female_scarlet_lower.smd" $model "upper" "pc_female_scarlet_upper.smd" $model "hair" "pc_fiona_hair_longbang_01.smd" $model "evy" "pc_evy_inner_stocking.smd" $model "face" "pc_evy_face01.smd" { flexfile "mdldecompiler_expressions.vta" { flex "upper_right" frame 4 flex "upper_left" frame 6 flex "blink" frame 7 flex "blink_ui" frame 8 flex "closedeyes_ou" frame 9 flex "closedeyes_u" frame 10 flex "closedeyes_mild" frame 11 flex "mild" frame 12 flex "smile_mild" frame 13 flex "smile" frame 14 flex "happy" frame 15 flex "laughing" frame 16 flex "haughty" frame 17 flex "kiss" frame 18 flex "wink" frame 19 flex "cute" frame 20 flex "embarrassed" frame 21 flex "sad" frame 22 flex "sorry" frame 23 flex "sulky" frame 24 flex "hostile" frame 25 flex "angry" frame 26 flex "angry_shout" frame 27 flex "missed" frame 28 flex "hurt" frame 29 flex "shocked" frame 30 flex "surprised" frame 31 flex "surprised_a" frame 32 flex "upperlid_hi" frame 33 flex "mouth_a" frame 34 flex "mouth_a_half" frame 35 flex "mouth_e" frame 36 flex "mouth_e_half" frame 37 flex "mouth_ou" frame 38 flex "mouth_ou_half" frame 39 flex "chew_up" frame 40 flex "chew_down" frame 41 } eyeball righteye ValveBiped.Bip01_Head1 -1.233 -2.150 68.304 eyeball_r01.050 3.000 pc_evy_pupil_r01 0.670 eyeball lefteye ValveBiped.Bip01_Head1 1.233 -2.150 68.304 eyeball_l01.050 -3.000 pc_evy_pupil_l01 0.670 // 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 4 -0.500000 neutral 4 0.000000 raiser 4 0.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 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 6 -0.500000 neutral 6 0.000000 raiser 6 0.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 4 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller eye blink_ui "range" 0.000 1.000 flexcontroller eye closedeyes_ou "range" 0.000 1.000 flexcontroller eye closedeyes_u "range" 0.000 1.000 flexcontroller eye closedeyes_mild "range" 0.000 1.000 flexcontroller eye mild "range" 0.000 1.000 flexcontroller eye smile_mild "range" 0.000 1.000 flexcontroller eye smile "range" 0.000 1.000 flexcontroller eye happy "range" 0.000 1.000 flexcontroller eye laughing "range" 0.000 1.000 flexcontroller eye haughty "range" 0.000 1.000 flexcontroller eye kiss "range" 0.000 1.000 flexcontroller eye wink "range" 0.000 1.000 flexcontroller eye cute "range" 0.000 1.000 flexcontroller eye embarrassed "range" 0.000 1.000 flexcontroller eye sad "range" 0.000 1.000 flexcontroller eye sorry "range" 0.000 1.000 flexcontroller eye sulky "range" 0.000 1.000 flexcontroller eye hostile "range" 0.000 1.000 flexcontroller eye angry "range" 0.000 1.000 flexcontroller eye angry_shout "range" 0.000 1.000 flexcontroller eye missed "range" 0.000 1.000 flexcontroller eye hurt "range" 0.000 1.000 flexcontroller eye shocked "range" 0.000 1.000 flexcontroller eye surprised "range" 0.000 1.000 flexcontroller eye surprised_a "range" 0.000 1.000 flexcontroller eye upperlid_hi "range" 0.000 1.000 flexcontroller eye mouth_a "range" 0.000 1.000 flexcontroller eye mouth_a_half "range" 0.000 1.000 flexcontroller eye mouth_e "range" 0.000 1.000 flexcontroller eye mouth_e_half "range" 0.000 1.000 flexcontroller eye mouth_ou "range" 0.000 1.000 flexcontroller eye mouth_ou_half "range" 0.000 1.000 flexcontroller eye chew_up "range" 0.000 1.000 flexcontroller eye chew_down "range" 0.000 1.000 %blink = blink %blink_ui = blink_ui %closedeyes_ou = closedeyes_ou %closedeyes_u = closedeyes_u %closedeyes_mild = closedeyes_mild %mild = mild %smile_mild = smile_mild %smile = smile %happy = happy %laughing = laughing %haughty = haughty %kiss = kiss %wink = wink %cute = cute %embarrassed = embarrassed %sad = sad %sorry = sorry %sulky = sulky %hostile = hostile %angry = angry %angry_shout = angry_shout %missed = missed %hurt = hurt %shocked = shocked %surprised = surprised %surprised_a = surprised_a %upperlid_hi = upperlid_hi %mouth_a = mouth_a %mouth_a_half = mouth_a_half %mouth_e = mouth_e %mouth_e_half = mouth_e_half %mouth_ou = mouth_ou %mouth_ou_half = mouth_ou_half %chew_up = chew_up %chew_down = chew_down } $lod 3 { replacemodel "pc_evy_face01" "lod1_pc_evy_face01" } $lod 8 { replacemodel "pc_evy_face01" "lod2_pc_evy_face01" } $lod 16 { replacemodel "pc_evy_face01" "lod3_pc_evy_face01" } $lod 25 { replacemodel "pc_evy_face01" "lod4_pc_evy_face01" } $cdmaterials "models\player\evy\" $cdmaterials "models\player\fiona\" $attachment "eyes" "ValveBiped.Bip01_Head1" 1.69 2.92 -0.00 rotate -0.00 82.41 90.00 $attachment "forward" "ValveBiped.Bip01_Head1" 0.00 -0.00 0.00 rotate -0.00 80.00 90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 0.00 0.00 -0.00 rotate -0.00 90.00 90.00 $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition 6.750 -0.129 0.000 $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 $animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot "a_body_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_z "a_body_rot_z_lt" fps 30.00 { blendwidth 3 blend body_yaw -34.999966 34.999966 delta autoplay a_body_rot a_body_rot_z_rt } $animation a_spine_rot_dwn "a_spine_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot "a_spine_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_up "a_spine_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_y "a_spine_rot_dwn" fps 30.00 { blendwidth 3 blend body_pitch -41.499931 58.999916 delta autoplay a_spine_rot a_spine_rot_up } $animation a_spine_rot_lt "a_spine_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_rt "a_spine_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_x "a_spine_rot_lt" fps 30.00 { blendwidth 3 blend body_roll -39.999981 39.999981 delta autoplay a_spine_rot a_spine_rot_rt } $animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence spine_rot_z "a_spine_rot_z_lt" fps 30.00 { blendwidth 3 blend spine_yaw -34.999966 34.999966 delta autoplay a_spine_rot a_spine_rot_z_rt } $sequence spine_rot_y "a_spine_rot_dwn" fps 30.00 { blendwidth 3 blend spine_pitch -41.499931 58.999916 delta autoplay a_spine_rot a_spine_rot_up } $sequence spine_rot_x "a_spine_rot_lt" fps 30.00 { blendwidth 3 blend spine_roll -39.999981 39.999981 delta autoplay a_spine_rot a_spine_rot_rt } $animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_z "a_head_rot_z_lt" fps 30.00 { blendwidth 3 blend head_yaw -39.602020 39.602020 delta autoplay a_head_rot a_head_rot_z_rt } $animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_y "a_head_rot_dwn" fps 30.00 { blendwidth 3 blend head_pitch -39.999950 19.999979 delta autoplay a_head_rot a_head_rot_up } $animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_x "a_head_rot_lt" fps 30.00 { blendwidth 3 blend head_roll -19.817894 19.817915 delta autoplay a_head_rot a_head_rot_rt } $animation a_Larm_rot_lt "a_Larm_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_Larm_rot "a_Larm_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_Larm_rot_rt "a_Larm_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence a_Larm_rot_z "a_Larm_rot_lt" fps 30.00 { blendwidth 3 blend Larm_yaw -10.370583 30.277830 delta autoplay a_Larm_rot a_Larm_rot_rt } $animation a_Larm_rot_dwn "a_Larm_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_Larm_rot_up "a_Larm_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence a_Larm_rot_y "a_Larm_rot_dwn" fps 30.00 { blendwidth 3 blend Larm_pitch -18.349995 15.882279 delta autoplay a_Larm_rot a_Larm_rot_up } $sequence a_Larm_rot_x "a_Larm_rot_lt" fps 30.00 { blendwidth 3 blend Larm_roll -10.370583 30.277830 delta autoplay a_Larm_rot a_Larm_rot_rt } $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 1.00 $collisionjoints "phymodel.smd" { $mass 55.0 $inertia 5.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "valvebiped.bip01_spine" x limit -10.00 10.00 0.20 $jointconstrain "valvebiped.bip01_spine" y limit -6.00 6.00 0.20 $jointconstrain "valvebiped.bip01_spine" z limit -3.00 39.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -15.00 8.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" y limit -3.00 6.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" z limit -17.00 106.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" x limit -8.00 15.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" y limit -3.00 6.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" z limit -17.00 106.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" x limit -1.00 15.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -70.00 -15.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" y limit -6.00 6.00 0.00 $jointconstrain "valvebiped.bip01_l_foot" z limit -23.00 15.00 0.00 $jointconstrain "valvebiped.bip01_spine1" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_spine1" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_spine1" z limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_spine2" x limit -15.00 15.00 0.20 $jointconstrain "valvebiped.bip01_spine2" y limit -17.00 17.00 0.20 $jointconstrain "valvebiped.bip01_spine2" z limit -14.00 79.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_clavicle" z limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -10.00 23.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -32.00 -8.00 0.00 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -46.00 17.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_clavicle" z limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -23.00 10.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -8.00 32.00 0.00 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -46.00 17.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" x limit -1.00 1.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -108.00 -15.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -15.00 17.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -17.00 10.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -39.00 41.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" x limit -1.00 1.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -108.00 -12.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -37.00 26.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -15.00 23.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -41.00 46.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" x limit -17.00 8.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -70.00 -15.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -15.00 15.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" y limit -6.00 6.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" z limit -26.00 8.00 0.00 $jointconstrain "valvebiped.bip01_head1" x limit -26.00 26.00 0.20 $jointconstrain "valvebiped.bip01_head1" y limit -32.00 32.00 0.20 $jointconstrain "valvebiped.bip01_head1" z limit -19.00 30.00 0.20 } [/QUOTE] 'pc_evy_pupil_r01' is .vtf and .vmt file please, help me what should i do? sorry for bad english
Ah looks like we have a japanese I presume. Your issue is with the eye setup. eyeball righteye ValveBiped.Bip01_Head1 -1.233 -2.150 68.304 [B]eyeball_r01.050 [/B]3.000 pc_evy_pupil_r01 0.670 You're missing a space there, so compiler thinks the whole think is a string and not a number. So it's looking for two numbers. My guess you want eyeball righteye ValveBiped.Bip01_Head1 -1.233 -2.150 68.304 [B]eyeball_r01 1.050 [/B]3.000 pc_evy_pupil_r01 0.670 I also recommend you remove the LOD entries for now.
If you mean his language pack, ₩ is the replacement for \ if set to Korean. If it's Japanese, it uses ¥ instead. Hope this solves all of your model issues!
thanks to wraithcat and ragon5225, i finally ompiled model. but i think there som leaked texture files heck patterns are everywhere on model i'll strt form begining,do every thing again thank you
Could just mean broken folders under cdmaterials - try putting the mdl into mdltexture to see what the specific texture names and paths are. [QUOTE=Dragon52225;42661115]If you mean his language pack, ₩ is the replacement for \ if set to Korean. If it's Japanese, it uses ¥ instead. Hope this solves all of your model issues![/QUOTE] Ah thought the ₩ was jp.
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