Apologies if this is the incorrect section but I believe it isn't, I'm having issues with a friend of mine with certain player models were trying to fix the hit boxes on. We have decompiled, fixed the hit boxes and recompiled other player models previously with no issues besides one that I will elaborate on lower within this post but the main issue currently is that with three of the nine player models we were fixing to put on our server for some reason if you are on an even surface on certain maps the player model just goes completely dark, but upon jumping or being on an uneven / invisible surface the player model appears fine. We've thought this has to do with the origin of the player model being wrong but the original versions where we didn't fix the hit boxes do not have this issue until we do fix them and recompile it. Is it possible the origin is being reset upon it being decompiled? If that was the case wouldn't it happen with all of them and not some?
Third, I've made view model hands from the player models that don't have them via just deleting the irrelevant meshes and bones in 3dsmax. They work all fine and dandy, except they're also incorrectly lit, in a similar manner. Jumping, standing over an edge/above a ceiling, or looking up/down gives the hands correct lighting, but standing on solid ground gives them incorrect dark lighting.
The playermodels were decompiled and recompiled via Crowbar, Version 0.51.0.0. The player models themselves have had no changes, beyond slightly edited QCs to include more accurate hitboxes. The view model hands were made from importing these decompiled playe rmodels, and compiled separately with their own QCs (which are copies of the reference citizens hands QC with the irrelevant entries removed and relevant entries updated)
Here are my crowbar decompilation settings:
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And compile settings:
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If relevant, this is being done on Windows 7 Pro, 64 bit.
Darkened Player Model Example:
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Example of Jumping (No longer dark):
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Example of Standing on an Invisible Plain (No longer dark):
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Lastly, their orientation in HLMV (and by extension, the Pointshop 2 preview on our TTT server if you have a pet on and (only for some of them) the spawn menu) is messed up, oriented 90 degrees back (looks like they're laying T-pose on their back). But in HLMV I can fix their orientation in by just hitting spacebar.
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Any help would be appreciated. I can provide specific files if requested.
The first thing that comes in mind are the normals, go in edit mode in blender, select all and then press CTRL+N to recalculate the normals, if that's not it then try adding "$halflambert 1" to your VMTs, you could also try posting the QC and the VMTs of the playermodel.
This has literally nothing to do with normals. If the lighting is affected by jumping, it's probably the illumpos that needs to be changed. As for the other issue, I have no idea.
So you're saying that all he has to do is experiment a bit with this?
https://developer.valvesoftware.com/wiki/$illumposition
also, it's possible that he's in that position because of how it is in blender, could be that it really is just rotated 90 degrees and it's not rotated in game too because of the animation's set positions. But it's probable that he already fixed such a big and obvious problem.
That's actually a decent thought. Could be that he "fixed" it in object mode but didn't "Apply object transforms," so I'd make sure you did that, OP.
I'm using 3dsmax, however for the playermodels that are incorrectly lit/have their reference pose rotated 90 degrees, i have done 0 manipulation to them in 3dsmax. I did open some in 3dsmax, but i did not change or save anything. They are correctly oriented in 3dsmax. It's like when crowbar compiles or decompiles them, it loses the reference pose's information or something, but I'm not sure how to fix that if that's the case.
I'll try messing with $illumpos.
So the $illumpos worked perfectly and fixed the issue on both the PM's and the hands. No luck on the T-Posing issue though. Another weird issue I've run into recently as well that someone here might have a better understanding of. For some reason, recently randomly certain users will visually see the Player Models on the server different, whether it be custom pm's or regular default gmod models. They'll look ghost like.
https://i.imgur.com/d3xRUyz.jpg
Above is an example of what the individual sees. I've only seen two people with this issue on my server and I am going to do my best to sort out what is causing it but what is confusing is that this doesn't happen to everyone who first joins the server, I've only seen like I said above two people with this issue. I've personally factory reset my gmod, uninstalled it, reinstalled it and joined the server and unfortunately I couldn't replicate the issue so I don't understand what could be causing it. Has anyone run into this previously? Or have any idea what could cause this to be so inconsistent?
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