I'm trying to use a model AK103 as a weapon (worldmodel), so for that, i put the bones ValveBiped.Bip01_R_Hand and flash using 3ds max 7, but when i try to compile the model, i get the error "ERROR: Aborted Processing on 'weapon\w_ak_103.mdl'"...
[IMG]http://img541.imageshack.us/img541/5127/ak3dsmax.png[/IMG]
[IMG]http://img571.imageshack.us/img571/9471/ak3dsmax2.png[/IMG]
i'm using as an example the w_smg_mp5.mdl, available in the sdk package...
[quote]
$cd "C:\Documents and Settings\Administrador\Meus documentos\sourcesdk\temp\ak_w"
$modelname "weapon\w_ak_103.mdl"
$model "studio" "ak_103.smd"
$cdmaterials "models\weapon\"
$hboxset "default"
$hbox 0 "ValveBiped.Bip01_R_Hand" -9.134 -5.408 -7.344 20.145 2.277 4.227
$attachment "muzzle_flash" "flash" 0.00 -0.00 -0.00 rotate -90.00 0.00 0.00
$surfaceprop "weapon"
$keyvalues { prop_data { "base" "Metal.Small" } }
$illumposition 5.741 0.284 1.468
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/quote]
How's the phymodel rigged?
Delete the hitbox: $hbox 0 "ValveBiped.Bip01_R_Hand" -9.134 -5.408 -7.344 20.145 2.277 4.227
I usually get this error when compiling with non-existent hitbox.
[QUOTE=wraithcat;22992753]How's the phymodel rigged?[/QUOTE]
[img]http://img121.imageshack.us/img121/2723/ak3dsmaxphy.png[/img]
[QUOTE=kilburn786;22993005]Delete the hitbox: $hbox 0 "ValveBiped.Bip01_R_Hand" -9.134 -5.408 -7.344 20.145 2.277 4.227[/QUOTE]
if i delete it, "the gun turns into a penis" ...
Why did you open it with 3ds max after you compiled? Use hlmv.
also, use this .qc:
[code]$modelname "weapon\w_ak_103.mdl"
$model "studio" "ak_103.smd"
$cdmaterials "models\weapon\"
$attachment "muzzle_flash" "flash" 0.00 -0.00 -0.00 rotate -90.00 0.00 0.00
$surfaceprop "metal"
$sequence idle "ak_103.smd" fps 1
$collisionmodel "ak_103.smd" {
$concave
$automass
}[/code]
It should work fine.
Edit: Sorry you might not know what hlmv is, [url]http://developer.valvesoftware.com/wiki/Model_Viewer[/url].
Sorry, you need to Log In to post a reply to this thread.