• Please help with model (ragdoll)
    11 replies, posted
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
Sorry, you need to Log In to post a reply to this thread.