crowbar
Compiling with Crowbar 0.56: "C:\Users\Kisek\Desktop\o\mugen\Texture2D\df.qc" ...
Compiling ".\df.qc" ...
Output from compiler "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\studiomdl.exe":
qdir: "c:\users\kisek\desktop\o\mugen\texture2d\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\"
g_path: "df.qc"
Building binary model files...
Working on "df.qc"
SMD MODEL \Users\Kisek\Desktop\o\mugen\/./reference.smd
SMD MODEL \Users\Kisek\Desktop\o\mugen\/sequence.smd
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/mugendramon.mdl:
bones 964 bytes (1)
animation x y ips angle
@seq-name 0.00 0.00 : inf ( 90.00) 0.0
animations 124 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 0 bytes
bone transforms 0 bytes
collision 0 bytes
total 1788
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/mugendramon.vvd:
vertices 304896 bytes (6352 vertices)
tangents 101632 bytes (6352 vertices)
total 406592 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/mugendramon.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 57069 bytes
indices: 35400 bytes
bone changes: 8 bytes
everything: 92602 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/mugendramon.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 57069 bytes
indices: 35400 bytes
bone changes: 16 bytes
everything: 92610 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/mugendramon.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 57069 bytes
indices: 35400 bytes
bone changes: 16 bytes
everything: 92610 bytes
Completed "df.qc"
Crowbar: Moved compiled model file "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models\mugendramon.dx80.vtx" to "C:\Users\Kisek\Desktop\o\mugen\Texture2D\compiled 0.56\models"
Crowbar: Moved compiled model file "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models\mugendramon.dx90.vtx" to "C:\Users\Kisek\Desktop\o\mugen\Texture2D\compiled 0.56\models"
Crowbar: Moved compiled model file "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models\mugendramon.mdl" to "C:\Users\Kisek\Desktop\o\mugen\Texture2D\compiled 0.56\models"
Crowbar: Moved compiled model file "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models\mugendramon.sw.vtx" to "C:\Users\Kisek\Desktop\o\mugen\Texture2D\compiled 0.56\models"
Crowbar: Moved compiled model file "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models\mugendramon.vvd" to "C:\Users\Kisek\Desktop\o\mugen\Texture2D\compiled 0.56\models"
... Compiling ".\df.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.56: "C:\Users\Kisek\Desktop\o\mugen\Texture2D\df.qc" finished.
QC FILE
$modelname "mugendramon.mdl"
$cd "\Users\Kisek\Desktop\o\mugen\"
$cdmaterials "\Users\Kisek\Desktop\o\mugen\Texture2D\"
$cliptotextures
$scale 1.0
$bodygroup body
{
studio "./reference"
}
$sequence seq-name "sequence" loop fps 45 ACT_IDLE 1
path to materials GarrysMod\garrysmod\addons\mugendramon\materials\models\digidramon\mugendramon
path to model GarrysMod\garrysmod\addons\mugendramon\models
VMT file
"VertexlitGeneric"
{
"$basetexture" "models\digidramon\mugendramon\mugendramon_body"
"$halflambert" "1"
}
vtf called mugendramon_body.vtf
mdl called mugendramon.mdl
i know that im very dumb and probably doing something wrong, but all people start with this.
Just by some reason the model is not ragdoll but a super tiny decal with missing textures, i cant seem to find any way to fix it, i spent like 4 hours doing this.
Please help, im really new into this and i never compiled model perfectly without errors.
It needs a collision mesh for it to work, you need to use the command $collisionmodel, or $collisionjoints for ragdolls, luckly for you, I have a thread that can solve both problems, partly, it shows how to make collision meshes and properly link textures:
https://forum.facepunch.com/f/fbx/rtur/Just-ported-a-model-but-2-issues-occured
I dont know why but it still didnt helped me even so i did everything right in blender, maybe something wrong with qc file but i dont really know
$cd "\Users\Kisek\Desktop\o\mugen\"
$modelname "mugendramon.mdl"
$model "mugendramon""reference.SMD"
$cdmaterials "\Users\Kisek\Desktop\o\mugen\Texture2D\"
$collisionmodel "physics.smd"
$surfaceprop "flesh"
$sequence idle "reference" ACT_IDLE 1 loop fps 30.00
$sequence ragdoll "reference" ACT_RAGDOLL 1 fps 30.00
if its a ragdoll with movable limbs you want done, upload its files and i'll give it a shot
for the most part i myself have the collision model at the end, so it looks like this:
$sequence "ragdoll" {
"anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30.006
}
$collisionjoints "physics.smd"
{
$mass 90
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "ValveBiped.Bip01_Pelvis"
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -150 150 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -48 39 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -28 77 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -117 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -59 39 0.000768
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -55 55 0.000768
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -37 39 0.000768
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -108 79 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -44 66 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -73 26 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -117 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -59 39 0.000768
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -55 55 0.000768
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -37 39 0.000768
$jointconstrain "ValveBiped.Bip01_L_Toe0" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_L_Toe0" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Toe0" z limit 0 0 0
$jointconstrain "ValveBiped.Bip01_Spine" x limit -46 46 0
$jointconstrain "ValveBiped.Bip01_Spine" y limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine" z limit -28 28 0
$jointconstrain "ValveBiped.Bip01_Spine1" x limit -46 46 0
$jointconstrain "ValveBiped.Bip01_Spine1" y limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine1" z limit -28 28 0
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -79 50 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -68 68 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -17 17 0
$jointconstrain "valvebiped.bip01_r_clavicle" x limit -39 39 0
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -79 95 0
$jointconstrain "valvebiped.bip01_r_clavicle" z limit -93 23 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0
$jointconstrain "valvebiped.bip01_l_clavicle" x limit -39 39 0
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -79 95 0
$jointconstrain "valvebiped.bip01_l_clavicle" z limit -93 23 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -110 110 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -65 65 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -110 50 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -140 10 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -85 85 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -90 90 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -100 100 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -140 10 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -85 85 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -90 90 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -100 100 0
$jointconstrain "ValveBiped.Bip01_R_Toe0" x limit 60 60 0.000768
$jointconstrain "ValveBiped.Bip01_R_Toe0" y limit 60 60 0.000768
$jointconstrain "ValveBiped.Bip01_R_Toe0" z limit 60 60 0.000768
$jointconstrain "ValveBiped.Bip01_Head1" x limit -70 70 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -60 60 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -59 59 0
}
models.rar
alright, i'll give them a look
Yeah these things was bones so no point looking to the .smd model, look to .dae instead and everything is fine with it.
rip i guess
i cant seem to find any bones on them in blender (and my 3d's max is on the frits)
The dae file looks okay. I mean, you obviously gotta change visibility, scale the model to the armature and scale it to a human size.
https://i.imgur.com/gzUMgiZ.jpg
To get the ragdoll working you gotta model some simple collision meshes that match the shape of your model and rig those to the correct bones. You may have to rewrite the default ragdoll qc to match the structure and rotations and limits of your model's skeleton and the names of your model's bones. this is all standard ragdoll porting stuff. Is there a full guide on the gmod workshop for this? Maybe there should be one? I dunno.
Thanks for help.
oh well actually i thought its not that hard, i cant find any tutorials in steam that show all the way how to do that, since i have only 22 hours in blender and my overall experience is not enough
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