Strange model spawn problems / stand pose problems with hacked / edited models.
10 replies, posted
I've come to a bit of a roadblock when trying to hack models together.
Whenever I try to add something to a model, the physics seems to screw up catastrophically, causing the model to only spawn under certain conditions.
For example, I've added a re-breather to a human hunter model, rigged to the head bone. That's it. After compiling, the model ceases to spawn, but can still be undone. The 'stand pose' function in the context menu breaks the model and disables me from moving it with the phys-gun. Normally, in order to spawn it, I have to aim at an upside down beveled surface. On some models, the model spawns inside the surface but simply falls down, on other models, the model will go crazy and will spaz out inside the surface and I'll have to wrestle it out.
.QC file: [url]http://pastebin.com/atG0ZdaM[/url]
compile log: [url]http://pastebin.com/YUzYWS5Z[/url]
Any help would be appreciated.
In the .qc compile log I got a warning
[CODE]SMD MODEL C:\Users\jt\Desktop\hacks\ev_scav/phymodel.smd
WARNING: @ragdoll : bounding box out of range : -131035 -130508 -42 : 36 -9999 36
Processing jointed collision model[/CODE]
Which I'm assuming is the issue.
I've tried using Crowbar's decompiler and using those .smd's, everything looks completely fine in the model viewer, I have literally no explanation as to why I can't get rid of this damn warning.
I'm guessing it's an issue with Milkshape's exporter or something because unless someone tells me otherwise I'm completely dead in the water here.
Something strange though, is that when I opened ragdoll.smd in milkshape, I couldn't find the bones anywhere. Still, using a different .smd where the bones do show up yielded no solution.
[editline]8th January 2014[/editline]
Yeah,
[CODE]WARNING: @ragdoll : bounding box out of range : <ridiculous coordinates>[/CODE]
Is definitely the issue here. I have another model that works without an issue and does not have this error.
I've even tried to reverse changes I made on the model before it broke, and it still didn't work.
[editline]8th January 2014[/editline]
pls help
Can you upload the model with its .smd's and .qc?
You don't even need a ragdoll.smd, just reuse the reference mesh.
Ex:
[CODE]$sequence ragdoll stalker.smd activity ACT_DIERAGDOLL 1[/CODE]
Also, mdldecompiler fucked up your bodygroup commands. Use this.
[CODE]$bodygroup gunholter
{
studio armor.smd
blank
}
$bodygroup glasses
{
studio backpack.smd
blank
}[/CODE]
EDIT: Screw it, [URL="http://puu.sh/6ekMI.qc"]just take the entire QC[/URL]. This one won't give you any problems.
[QUOTE=SergerantJoe;43467080]
EDIT: Screw it, [URL="http://puu.sh/6ekMI.qc"]just take the entire QC[/URL]. This one won't give you any problems.
[/QUOTE]
Thanks a ton man, that solved all the spawn issues and standpose issues but now I've got a bit of a stranger problem. The model is really strange in the physics department, it's stiff and kinda bends to the left a little.
When I turn on vcollide_wireframe 1, my console is spammed to shit with this line:
[CODE]Material shadertest/wireframevertexcolor has bad reference count 0 when being bound[/CODE]
This is what it looks like:
[IMG]http://i.imgur.com/EnHQzm2.png[/IMG]
Looks like it's all rotated the wrong way? It might be an issue of X Z Y / X Y Z (or i just probably fucked something up catastrophically in milkshape or something)
Odd. That's either an issue with your phymodel.smd or the bone rotations.
Is that something that I can fix under $collisionjoints? Or an issue with the actual .smd itself?
Honestly, I don't know.
It looks like the Phymodel has bin Exported with the Reference SMD (Ref = Model Phymodel = Ragdoll)
[QUOTE=SergerantJoe;43467603]Honestly, I don't know.[/QUOTE]
Okay, well, I managed to fix it. I just took the $collisionjoints coordinates from the human hunter model, and then copied over that phymodel.smd instead and that solved the issue. No idea what was wrong with the old one, but the console spam when turning vcollide_wireframe 1 hasn't gone away. Model seems to handle fine though.
Thanks for the help, do you mind if I add you on steam?
Sure, I won't be online much (A lot of friends like to talk to me.)
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