What type of rig are you using to animate your model?
If you are using something like CAT with bones linked to the rig (not constraints), you are going to have a problem as I found out the hard way. On exporting with that situation, I found that all the bones are parented to ROOT. Now in source this isnt a problem since it fixes everything up on compile, but in goldsrc it does not work. In your case it might have happened to your reference model as well, but I dont know... if it is the case, then we have more problems. Now, i currently have a really screwy way of fixing it in the meantime while I try to research a proper solution (im guessing there is some maxscript out there to take bone parents from a ref skeleton SMD and apply it to an animation SMD, but im still pretty much a beginner when it comes to max).
The method I use is, make a copy of your QC and edit it for Source. Compile in source engine and then decompile the model, grab the animation SMDs (since they are fixed up on compile) and place them back in with your GoldSrc resources (back up the old SMDs if anything went wrong). Compile and it should work. I used this method for these test animations HL1.EXE:
[media]http://www.youtube.com/watch?v=yzeUd9aBLAM[/media]
[media]http://www.youtube.com/watch?v=VX-cZWGbDVM[/media]
[quote]ponycolor.bmp[/quote]
I have a bad feeling about this.
[QUOTE=CAS303;33210266]What type of rig are you using to animate your model?
If you are using something like CAT with bones linked to the rig (not constraints), you are going to have a problem as I found out the hard way. On exporting with that situation, I found that all the bones are parented to ROOT. Now in source this isnt a problem since it fixes everything up on compile, but in goldsrc it does not work. In your case it might have happened to your reference model as well, but I dont know... if it is the case, then we have more problems. Now, i currently have a really screwy way of fixing it in the meantime while I try to research a proper solution (im guessing there is some maxscript out there to take bone parents from a ref skeleton SMD and apply it to an animation SMD, but im still pretty much a beginner when it comes to max).
The method I use is, make a copy of your QC and edit it for Source. Compile in source engine and then decompile the model, grab the animation SMDs (since they are fixed up on compile) and place them back in with your GoldSrc resources (back up the old SMDs if anything went wrong). Compile and it should work. I used this method for these test animations HL1.EXE:[/QUOTE]
It fixed the illegal bone parenting issue, but now it's giving me "unknown studio command"
I know this sounds obvious, but are you using the original goldsrc QC to compile? (Ive accidentally overwritten the original with the source one before)
Also, what line is it giving the error on?
[QUOTE=CAS303;33212297]I know this sounds obvious, but are you using the original goldsrc QC to compile? (Ive accidentally overwritten the original with the source one before)
Also, what line is it giving the error on?[/QUOTE]
Yes, the Source one is named something different. It didn't say a line specifically, but it happens right after "grabbing body_ref".
Hmm.. I can't remember if I ever saw that problem... How about you try compiling with the two other studiomdl.exe's I gave you? A while back, the CS:CZ model I was working on only compiled when using the other compiler (the 1.6 hacked one).
If that does not work, try a process of elimination such as first, getting rid of the $hbox line, and try again with all the compilers. Try to narrow it down to if its an animation sequence or something else.
Another thing you might want to consider... I noticed that you have a rather large amount of animation sequences, usually it should compile fine... but try using $sequencegroupsize
[quote]$sequencegroupsize <# in KB>
This separates the animations from the mesh into smaller files. The reason is
that animations can be loaded into memory only when needed, instead of having
to load everything in whether or not it's used. It's most useful for monsters
with scripted sequences.
example: $sequencegroupsize 64
[/quote]
In one of the models I found a long time back they used $sequencegroupsize 256 for a model that had over 100 animations. Just a thought.
[QUOTE=CAS303;33217620]Hmm.. I can't remember if I ever saw that problem... How about you try compiling with the two other studiomdl.exe's I gave you? A while back, the CS:CZ model I was working on only compiled when using the other compiler (the 1.6 hacked one).
If that does not work, try a process of elimination such as first, getting rid of the $hbox line, and try again with all the compilers. Try to narrow it down to if its an animation sequence or something else.
Another thing you might want to consider... I noticed that you have a rather large amount of animation sequences, usually it should compile fine... but try using $sequencegroupsize
In one of the models I found a long time back they used $sequencegroupsize 256 for a model that had over 100 animations. Just a thought.[/QUOTE]
Can't use any other studiomdl's, I edited the code from the original one out of the sdk to allow more polygons in a model (there is no good place to split it up for separate smd files).
Tried that and removing the hitbox, got -
[code]entering C:\DevDocs\etc\SCHorse\input\horse.qc
grabbing C:/DevDocs/etc/SCHorse/input/body_ref.smd
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
unknown studio command
bogus bone index
69 C:/DevDocs/etc/SCPony/input/body_ref.smd :
20 0.081134 -1.854789 2.411606 0.002594 -0.769682 -0.638422 0.887974 -0.124545 1
20 1.000000[/code]
Argh, unfortunately I am at the end of the info I can muster up.
The last thing I can suggest is ask some people from these forums:
[url]http://hl-improvement.com/forums/[/url]
[url]http://forums.svencoop.com/index.php[/url]
I faintly recall some guys who make stuff for sven coop use another type of studiomdl since I read about people getting around the 6K polygon limit.
Or seek out info from any HLmod teams that are still around.
Good luck.
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