So I've decompiled the normal non-HWM Scout playermodel and added a few jigglebones to it (namely the 4 spine bones, the neck and the head, just for shits and giggles). I go to compile it and I get this:
[code]ERROR: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\modelsrc\player\scout\scout_hlmv.qc(121): - Rule for unknown flex defaultFaceUpper[/code]
Some specifics:
- I'm using Crowbar for all my decompiling/recompiling needs
- I've set up a "modelsrc" folder within "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\", instead of relying on using the old sourcesdk version from before Steampipe (helps keep things organized, I find)
- I downloaded and extracted [url=http://tf2.gamebanana.com/tools/5422]the 2013 SDK Playermodel files[/url] thing from GameBanana ino the modelsrc folder
I then migrated the decompiled jiggleboned Scout files into "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\modelsrc\player\scout" and tried to compile it and received the above error.
I received the same error about the flexes "silence", "silence1", "defaultFace" and "defaultFaceUpper" when trying to recompile the TF2Mods "Radigan Conagher" playermodel (tried to make him have a jiggleboned head).
How do I fix this? Google has just brought me back to the 2013 SDK Playermodel files submission on GameBanana, and that's no help because I already have it.
You completely negated the whole point of those files. The source is supposed to be separate, the compiler is supposed to- you know what, whatever. If you're comfortable with it then that's fine.
What exactly are you trying to do? Decompile a model and add jigglebones? Post your QC.
[QUOTE=SergerantJoe;44690978]You completely negated the whole point of those files. The source is supposed to be separate, the compiler is supposed to- you know what, whatever. If you're comfortable with it then that's fine.
What exactly are you trying to do? Decompile a model and add jigglebones? Post your QC.[/QUOTE]
Hmm. Well I tried compiling originally with the files in a folder on my desktop.
As well, when I compiled the 1850's Heavy yesterday, it was giving me missing ".max" file errors, so I copied the MAX files from the oooold Source SDK directory. That didn't work. So then I manually added the entire filepath to the .MAX file to the .QC file and it finally compiled.
Here's the drunk scout QC. Decompiled the latest model from the _dir.vpk. Modified [b]nothing[/b], except for adding the jigglebone lines at the bottom.
[code]// Created by Crowbar 0.19.0.0
$modelname "player/scout.mdl"
$model "scout" "scout_reference.smd" {
eyeball "eye_right" "bip_head" -1.251646 75.814257 2.141015 "eyeball_r" 1.4 4 "iris_unused" 0.6
eyeball "eye_left" "bip_head" 1.251646 75.814257 2.141015 "eyeball_l" 1.4 -4 "iris_unused" 0.6
flexfile "scout.vta"
{
defaultflex frame 0
flexpair "CloseLidLo" 1 frame 1
flexpair "CloseLidUp" 1 frame 2
flex "WQ" frame 3
flex "OO" frame 4
flex "MB" frame 5
flex "SH" frame 6
flex "Y" frame 7
flex "FV" frame 8
flex "AH" frame 9
flex "AE" frame 10
flex "UH" frame 11
flex "AW" frame 12
flex "EE" frame 13
flex "PP" frame 14
flex "OH" frame 15
flex "TH" frame 16
flex "T" frame 17
flex "ER" frame 18
flex "DS" frame 19
flex "GK" frame 20
flex "N" frame 21
flex "silence" frame 22
flex "happySmall" frame 23
flex "madUpper" frame 24
flex "specialAction01Upper" frame 25
flex "scaredUpper" frame 26
flex "painBigUpper" frame 27
flex "painSmallUpper" frame 28
flex "happyBigUpper" frame 29
flex "happySmallUpper" frame 30
flex "specialAction01" frame 31
flex "scared" frame 32
flex "mad" frame 33
flex "painBig" frame 34
flex "painSmall" frame 35
flex "happyBig" frame 36
}
flexcontroller right_CloseLid range -1 1 right_CloseLid
flexcontroller left_CloseLid range -1 1 left_CloseLid
flexcontroller multi_CloseLid range -1 1 multi_CloseLid
flexcontroller blink range 0 1 blink
flexcontroller specialAction01Upper range 0 1 specialAction01Upper
flexcontroller defaultFace range 0 1 defaultFace
flexcontroller painBigUpper range 0 1 painBigUpper
flexcontroller GK range 0 1 GK
flexcontroller happyBig range 0 1 happyBig
flexcontroller mad range 0 1 mad
flexcontroller happySmall range 0 1 happySmall
flexcontroller N range 0 1 N
flexcontroller painSmall range 0 1 painSmall
flexcontroller scared range 0 1 scared
flexcontroller silence range 0 1 silence
flexcontroller EE range 0 1 EE
flexcontroller happySmallUpper range 0 1 happySmallUpper
flexcontroller happyBigUpper range 0 1 happyBigUpper
flexcontroller painSmallUpper range 0 1 painSmallUpper
flexcontroller defaultFaceUpper range 0 1 defaultFaceUpper
flexcontroller madUpper range 0 1 madUpper
flexcontroller scaredUpper range 0 1 scaredUpper
flexcontroller T range 0 1 T
flexcontroller TH range 0 1 TH
flexcontroller DS range 0 1 DS
flexcontroller ER range 0 1 ER
flexcontroller specialAction01 range 0 1 specialAction01
flexcontroller painBig range 0 1 painBig
flexcontroller OH range 0 1 OH
flexcontroller PP range 0 1 PP
flexcontroller WQ range 0 1 WQ
flexcontroller OO range 0 1 OO
flexcontroller MB range 0 1 MB
flexcontroller SH range 0 1 SH
flexcontroller Y range 0 1 Y
flexcontroller FV range 0 1 FV
flexcontroller AH range 0 1 AH
flexcontroller AE range 0 1 AE
flexcontroller UH range 0 1 UH
flexcontroller AW range 0 1 AW
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
%CloseLidLoL = 1
%CloseLidLoR = 0
%CloseLidUpL = 1
%CloseLidUpR = 0
%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
%UH = UH
%AW = AW
%EE = EE
%PP = PP
%OH = OH
%TH = TH
%T = T
%ER = ER
%DS = DS
%GK = GK
%N = N
%silence = silence
%happySmall = happySmall
%madUpper = madUpper
%specialAction01Upper = specialAction01Upper
%defaultFaceUpper = defaultFaceUpper
%scaredUpper = scaredUpper
%painBigUpper = painBigUpper
%painSmallUpper = painSmallUpper
%happyBigUpper = happyBigUpper
%happySmallUpper = happySmallUpper
%specialAction01 = specialAction01
%defaultFace = defaultFace
%scared = scared
%mad = mad
%painBig = painBig
%painSmall = painSmall
%happyBig = happyBig
}
$bodygroup "hat"
{
studio "scout_hat_bodygroup.smd"
blank
}
$bodygroup "headphones"
{
studio "scout_headphones_bodygroup.smd"
blank
}
$bodygroup "shoes_socks"
{
studio "scout_shoes_socks_bodygroup.smd"
blank
}
$bodygroup "dogtags"
{
studio "scout_dogtags_bodygroup.smd"
blank
}
$lod 11
{
replacemodel "scout_reference.smd" "scout_morphs_low_lod1.smd"
}
$lod 22
{
replacemodel "scout_reference.smd" "scout_morphs_low_lod2.smd"
}
$lod 33
{
replacemodel "scout_reference.smd" "scout_morphs_low_lod3.smd"
}
$lod 44
{
replacemodel "scout_reference.smd" "scout_morphs_low_lod4.smd"
}
$lod 55
{
replacemodel "scout_reference.smd" "scout_morphs_low_lod5.smd"
}
$shadowlod
{
replacemodel "scout_reference.smd" "scout_morphs_low_lod6.smd"
}
$poseparameter "body_pitch" -45 45 360
$poseparameter "body_yaw" -45 45 360
$cdmaterials "models\player\scout\"
$texturegroup "skinfamilies"
{
{
"scout_head_red.vmt"
"eyeball_l.vmt"
"eyeball_r.vmt"
"scout_red.vmt"
}
{
"scout_head_blue.vmt"
"eyeball_l.vmt"
"eyeball_r.vmt"
"scout_blue.vmt"
}
{
"scout_head_red_invun.vmt"
"eyeball_invun.vmt"
"eyeball_invun.vmt"
"scout_red_invun.vmt"
}
{
"scout_head_blue_invun.vmt"
"eyeball_invun.vmt"
"eyeball_invun.vmt"
"scout_blue_invun.vmt"
}
{
"scout_head_zombie.vmt"
"eyeball_zombie.vmt"
"eyeball_zombie.vmt"
"scout_red_zombie_alphatest.vmt"
}
{
"scout_head_zombie.vmt"
"eyeball_zombie.vmt"
"eyeball_zombie.vmt"
"scout_blue_zombie_alphatest.vmt"
}
{
"scout_head_red_invun.vmt"
"eyeball_invun.vmt"
"eyeball_invun.vmt"
"scout_red_invun_zombie.vmt"
}
{
"scout_head_blue_invun.vmt"
"eyeball_invun.vmt"
"eyeball_invun.vmt"
"scout_blue_invun_zombie.vmt"
}
}
$attachment "eyes" "bip_head" 0 -2.69 -3.29 rotate 83.45 -90 0
$attachment "righteye" "bip_head" -1.25 -2.69 -3.29 rotate 83.45 -90 0
$attachment "lefteye" "bip_head" 1.25 -2.69 -3.29 rotate 83.45 -90 0
$attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
$attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
$attachment "back_upper" "bip_spine_3" 0 0 0 rotate 0 0 0
$attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
$attachment "hand_L" "bip_hand_L" 0 0 0 rotate 0 0 0
$attachment "hand_R" "bip_hand_R" 0 0 0 rotate 0 0 0
$attachment "partyhat" "bip_head" 0 -8 0.57 rotate 87 90 180
$attachment "doublejumpfx" "bip_pelvis" 0 40 15 rotate 0 0 0
$attachment "head" "bip_head" 0 -8.49 0.57 rotate 78.55 -90 0
$attachment "eyeglow_L" "bip_head" 1.34 -2.74 -4.67 rotate 64.21 -13.74 74.8
$attachment "eyeglow_R" "bip_head" -1.34 -2.74 -4.67 rotate 64.21 -166.26 -74.8
$attachment "weapon_bone_L" "weapon_bone_L" 0 0 0 rotate 0 0 0
$attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
$attachment "weapon_bone" "weapon_bone" 0 0 0 rotate 0 0 0
$attachment "weapon_bone_2" "weapon_bone_2" 0 0 0 rotate 0 0 0
$attachment "weapon_bone_3" "weapon_bone_3" 0 0 0 rotate 0 0 0
$attachment "weapon_bone_4" "weapon_bone_4" 0 0 0 rotate 0 0 0
$attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
$attachment "flag" "bip_spine_2" -0.19 0.69 7.85 rotate 1.26 -2.62 1.89
$surfaceprop "flesh"
$contents "solid"
$eyeposition 0 75.85 0
$hboxset "scout"
$hbox 1 "bip_head" -5.5 -9 -7.05 5.5 4 4.95
$hbox 0 "bip_pelvis" -7.5 -1 -4.5 7.5 11 6.5
$hbox 3 "bip_spine_0" -7 0 -6.5 7 5 3.5
$hbox 3 "bip_spine_1" -7.5 -2 -7 7.5 4 3
$hbox 2 "bip_spine_2" -8 -3 -7.5 8 3 2.5
$hbox 2 "bip_spine_3" -7 -3 -6 7 2 4
$hbox 4 "bip_upperArm_L" -1 -2 -2 13 2 3
$hbox 4 "bip_lowerArm_L" 0 -2.1 -2 10 2.9 2
$hbox 4 "bip_hand_L" -3.45 -9.5 -4 1.05 -0.5 2
$hbox 5 "bip_upperArm_R" -1 -3 -2 13 2 2
$hbox 5 "bip_lowerArm_R" 0 -2.9 -2 10 2.1 2
$hbox 5 "bip_hand_R" -1.05 0.5 -2 3.45 9.5 4
$hbox 6 "bip_hip_L" 4 -4 -5 20 4 3
$hbox 6 "bip_knee_L" 0.5 -2.5 -5.5 19.5 3.5 1.5
$hbox 6 "bip_foot_L" -1.75 -10 -2.5 1.75 2 2.5
$hbox 7 "bip_hip_R" 4 -3 -4 20 5 4
$hbox 7 "bip_knee_R" 0.5 -3.5 -5.5 19.5 2.5 1.5
$hbox 7 "bip_foot_R" -1.75 -2 -2.5 1.75 10 2.5
$hbox 10 "bip_packmiddle" -2.75 -10 -3 4.25 8 5
$skipboneinbbox
$sequence "ref" "scout_anims\ref.smd" {
fps 30
}
$sequence "ragdoll" "scout_anims\ragdoll.smd" {
fps 30
"ACT_DIERAGDOLL" 1
}
$includemodel "player/scout_user_animations.mdl"
$includemodel "player/scout_animations.mdl"
$ikchain "rhand" "bip_hand_R" knee 0 0 0
$ikchain "lhand" "bip_hand_L" knee 0 0 0
$ikchain "rfoot" "bip_foot_R" knee 0 0 0
$ikchain "lfoot" "bip_foot_L" knee 0 0 0
$collisionjoints "scout_physics.smd"
{
$mass 100
$inertia 10
$damping 0
$rotdamping 16
$rootbone "bip_pelvis"
$jointrotdamping "bip_pelvis" 0
$jointmassbias "bip_hip_R" 1.3
$jointrotdamping "bip_hip_R" 8
$jointconstrain "bip_hip_R" x limit -20 12 0
$jointconstrain "bip_hip_R" y limit -10 50 0
$jointconstrain "bip_hip_R" z limit -79 45 0
$jointmassbias "bip_knee_R" 1.2
$jointrotdamping "bip_knee_R" 3
$jointconstrain "bip_knee_R" x limit 0 0 0
$jointconstrain "bip_knee_R" y limit -15 100 0
$jointconstrain "bip_knee_R" z limit 0 0 0
$jointmassbias "bip_hip_L" 1.1
$jointrotdamping "bip_hip_L" 9
$jointconstrain "bip_hip_L" x limit -20 12 0
$jointconstrain "bip_hip_L" y limit -45 50 0
$jointconstrain "bip_hip_L" z limit -10 45 0
$jointmassbias "bip_knee_L" 1.2
$jointrotdamping "bip_knee_L" 3
$jointconstrain "bip_knee_L" x limit 0 0 0
$jointconstrain "bip_knee_L" y limit -15 100 0
$jointconstrain "bip_knee_L" z limit 0 0 0
$jointmassbias "bip_foot_L" 0.75
$jointrotdamping "bip_foot_L" 7
$jointconstrain "bip_foot_L" x limit -30 45 0
$jointconstrain "bip_foot_L" y limit -25 25 0
$jointconstrain "bip_foot_L" z limit -40 30 0
$jointmassbias "bip_spine_0" 1.6
$jointrotdamping "bip_spine_0" 12
$jointconstrain "bip_spine_0" x limit -30 30 0
$jointconstrain "bip_spine_0" y limit -16 16 0
$jointconstrain "bip_spine_0" z limit -20 15 0
$jointmassbias "bip_upperArm_R" 1.2
$jointconstrain "bip_upperArm_R" x limit -40 30 0
$jointconstrain "bip_upperArm_R" y limit -15 55 0
$jointconstrain "bip_upperArm_R" z limit -80 60 0
$jointmassbias "bip_lowerArm_R" 1.8
$jointrotdamping "bip_lowerArm_R" 4
$jointconstrain "bip_lowerArm_R" x limit 0 0 0
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
$jointconstrain "bip_lowerArm_R" z limit -100 -30 0
$jointmassbias "bip_upperArm_L" 1.1
$jointconstrain "bip_upperArm_L" x limit -30 40 0
$jointconstrain "bip_upperArm_L" y limit -55 15 0
$jointconstrain "bip_upperArm_L" z limit -80 60 0
$jointmassbias "bip_lowerArm_L" 1.8
$jointrotdamping "bip_lowerArm_L" 4
$jointconstrain "bip_lowerArm_L" x limit 0 0 0
$jointconstrain "bip_lowerArm_L" y limit 0 0 0
$jointconstrain "bip_lowerArm_L" z limit -30 100 0
$jointmassbias "bip_hand_L" 0.6
$jointrotdamping "bip_hand_L" 8
$jointconstrain "bip_hand_L" x limit -30 37 0
$jointconstrain "bip_hand_L" y limit -35 35 0
$jointconstrain "bip_hand_L" z limit -60 50 0
$jointmassbias "bip_neck" 0.5
$jointrotdamping "bip_neck" 18
$jointconstrain "bip_neck" x limit -23 10 0
$jointconstrain "bip_neck" y limit -15 15 0
$jointconstrain "bip_neck" z limit -18 18 0
$jointmassbias "bip_head" 1.8
$jointconstrain "bip_head" x limit -23 10 0
$jointconstrain "bip_head" y limit -15 15 0
$jointconstrain "bip_head" z limit -18 18 0
$jointmassbias "bip_dogtag_2" 0.1
$jointrotdamping "bip_dogtag_2" 6
$jointconstrain "bip_dogtag_2" x limit -40 30 0
$jointconstrain "bip_dogtag_2" y limit 0 0 0
$jointconstrain "bip_dogtag_2" z limit 0 0 0
$jointmassbias "bip_hand_R" 0.6
$jointrotdamping "bip_hand_R" 8
$jointconstrain "bip_hand_R" x limit -37 30 0
$jointconstrain "bip_hand_R" y limit -35 35 0
$jointconstrain "bip_hand_R" z limit -50 60 0
$jointmassbias "bip_foot_R" 0.75
$jointrotdamping "bip_foot_R" 7
$jointconstrain "bip_foot_R" x limit -30 45 0
$jointconstrain "bip_foot_R" y limit -25 25 0
$jointconstrain "bip_foot_R" z limit -40 30 0
}
$collisiontext
{
break
{
"model" "player\gibs\scoutgib007"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib002"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib004"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib006"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\random_organ"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib001"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib003"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib005"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib008"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\scoutgib009"
"health" "0"
"fadetime" "10"
}
}
$proceduralbones "scout.vrd"
$bonemerge "bip_pelvis"
$bonemerge "bip_spine_0"
$bonemerge "bip_spine_1"
$bonemerge "bip_spine_2"
$bonemerge "bip_spine_3"
$bonemerge "bip_neck"
$bonemerge "bip_head"
$bonemerge "bip_collar_L"
$bonemerge "bip_collar_R"
$bonemerge "bip_upperArm_L"
$bonemerge "bip_upperArm_R"
$bonemerge "bip_lowerArm_L"
$bonemerge "bip_lowerArm_R"
$bonemerge "bip_hip_L"
$bonemerge "bip_hip_R"
$bonemerge "bip_knee_L"
$bonemerge "bip_knee_R"
$bonemerge "bip_foot_L"
$bonemerge "bip_foot_R"
$bonemerge "bip_hand_L"
$bonemerge "bip_hand_R"
$bonemerge "bip_toe_L"
$bonemerge "bip_toe_R"
$bonemerge "weapon_bone"
$bonemerge "weapon_bone_1"
$bonemerge "weapon_bone_2"
$bonemerge "weapon_bone_3"
$bonemerge "weapon_bone_4"
$bonemerge "weapon_bone_L"
$bonemerge "medal_bone"
$bonemerge "mvm"
$bonemerge "bip_dogtag_0"
$bonemerge "bip_dogtag_1"
$bonemerge "bip_dogtag_2"
$bonemerge "bip_dogtag_3"
$jigglebone "bip_spine_0"
{
is_flexible
{
length 10
tip_mass 15
pitch_stiffness 200
pitch_damping 5
yaw_stiffness 200
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
angle_constraint 0.261799
}
}
$jigglebone "bip_spine_1"
{
is_flexible
{
length 10
tip_mass 15
pitch_stiffness 200
pitch_damping 5
yaw_stiffness 200
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
angle_constraint 0.261799
}
}
$jigglebone "bip_spine_2"
{
is_flexible
{
length 10
tip_mass 15
pitch_stiffness 200
pitch_damping 5
yaw_stiffness 200
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
angle_constraint 0.261799
}
}
$jigglebone "bip_spine_3"
{
is_flexible
{
length 10
tip_mass 15
pitch_stiffness 200
pitch_damping 5
yaw_stiffness 200
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
angle_constraint 0.261799
}
}
$jigglebone "bip_neck"
{
is_flexible
{
length 10
tip_mass 15
pitch_stiffness 200
pitch_damping 5
yaw_stiffness 200
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
angle_constraint 0.261799
}
}
$jigglebone "bip_head"
{
is_flexible
{
length 10
tip_mass 15
pitch_stiffness 200
pitch_damping 5
yaw_stiffness 200
yaw_damping 5
allow_length_flex
along_stiffness 100
along_damping 0
yaw_constraint 0 0
yaw_friction 0
yaw_bounce 0
angle_constraint 0.261799
}
}[/code]
[editline]1st May 2014[/editline]
This is seriously beginning to piss me off. I can decompile the current player models just fine, but Crowbar can't seem to recompile them without hitting this god damn error every time.
I put the 2013 SDK files into the pre-Steampipe sourcesdk_content folder, tried recompiling the .QC file from the folder on my desktop that I created. Errored out.
Tried recompiling from my steamapps/common/Team Fortress 2/tf/modelsrc folder. Errored out.
No matter what I do, it errors out. I could literally decompile the Medic .MDL file, load the fresh unedited .QC file into Crowbar and hit compile, and it would error out.
I've stumbled onto a few posts people have made about this error, mostly in passing conversation about modelling, but nobody ever seems to provide a solution.
Just remove all lines that reference those missing flexes.
[QUOTE=SergerantJoe;44691311]Just remove all lines that reference those missing flexes.[/QUOTE]
But wouldn't that completely break the flexes? I'd rather not do that, because if it does break the flexes, then that's a lazy half-assed solution.
Those rules are pointing to a frame that's not in the VTA file. How can it break something that's not there?
[QUOTE=SergerantJoe;44691357]Those rules are pointing to a frame that's not in the VTA file. How can it break something that's not there?[/QUOTE]
But for current models, there are "defaultFace" and "defaultFaceUpper" flexes. As well, I've had errors with the Radigan Conagher model from TF2Mods, apparently missing "silence" and "silence1" flexes. Current models do indeed have a "silence" flex, but they don't have a "silence1" flex.
EDIT: Just remembered that the defaultFace stuff in HLMV does nothing at all, so it'd obviously be safe to remove the lines.
EDIT 2: It's compiling finally. Hooray! Thanks Sergerant!
EDIT 3: Just one problem. He's missing one of his eyes now:
[IMG]http://i.imgur.com/AaBNmVr.png[/IMG]
[QUOTE=Journe;44691382]He's missing one of his eyes now[/QUOTE]
[CODE]%CloseLidLoL = 1
%CloseLidLoR = 0
%CloseLidUpL = 1
%CloseLidUpR = 0[/CODE]
Well there's your problem. Replace that with:
[CODE]%CloseLidUpL = 0.2
%CloseLidLoL = 0.1
%CloseLidUpR = 0.2
%CloseLidLoR = 0.1[/CODE]
That'll make it more or less decent.
[QUOTE=SergerantJoe;44691482][CODE]%CloseLidLoL = 1
%CloseLidLoR = 0
%CloseLidUpL = 1
%CloseLidUpR = 0[/CODE]
Well there's your problem. Replace that with:
[CODE]%CloseLidUpL = 0.2
%CloseLidLoL = 0.1
%CloseLidUpR = 0.2
%CloseLidLoR = 0.1[/CODE]
That'll make it more or less decent.[/QUOTE]
Before I show you the result, I tried decompiling the scout.mdl model with MDLDecompiler. A lot of the format was different between compilers. With MDLDecompiler, I got errors regarding the above code (then again, the values it put were "Bad Stack" for some fucking reason, who knows)
Here's my issue with that code. While it does make his eye appear, it also causes a severe case of lazy eye:
[IMG]http://i.imgur.com/IEMN0jN.png[/IMG]
derp :v:
Why are player models so fucking hard to recompile properly? And why don't they decompile properly with all the proper values and shit?
That code just opens his eyelid. Honestly the derped eyeballs I've never seen before.
[QUOTE=SergerantJoe;44691696]That code just opens his eyelid. Honestly the derped eyeballs I've never seen before.[/QUOTE]
The left eye becomes unable to fully look all the way to the left (his left). That's another side-effect.
Actually....the whole derpy eye thing is most definitely because I jiggleboned bip_head, and the eyeballs are attached to bip_head....except only the left eyeball goes all fucky by itself, while the right eyeball only moves around when you move the scout (in HLMV)
You should rig them to separate bones and make googly eyes. :v:
Anyone here good at jigglebones? I want this shit to be as jiggly as possible, but I honestly have no clue what any of these things do or mean:
[code]$jigglebone "bip_spine_1"
{
is_flexible
{
length 50
tip_mass 15
pitch_stiffness 200
pitch_damping 10
yaw_stiffness 200
yaw_damping 10
allow_length_flex
along_stiffness 100
along_damping 0
angle_constraint 0.471239
}
}[/code]
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