I'm currently trying to compile a model for Source which contains bones.
They work fine in 3DS Max, but in the HLMV they just get all kinds of wonky.
[IMG]http://i.gyazo.com/a5f3f07c5b588af41c1318ddb1074918.png[/IMG]
The collision model is rotated weird, the bones compiled upside down, the left tires merged with the right ones and the main bit of it is MASSIVE.
I haven't been able to find anybody else having this problem, so clearly I majorly screwed up somewhere.
Forgive me for the lack of information on the whole thing, I'm rather new to this, so if there's something you need to get to the bottom of this, I'll gladly post it.
But for starters, here's the .qc:
[code]$modelname "potoncars/gta/caddy.mdl"
$body studio "caddy.smd"
$surfaceprop metal
$cdmaterials "models/potoncars/gtaiv" "models/potoncars/shared"
$scale 1
$sequence idle "caddy_idle.smd" // no animation wanted, so re-using the reference mesh
$collisionmodel "caddy_col.smd"
{
$concave
}
$bodygroup roof
{
studio "caddy_roof.smd"
blank
}[/code]
I'm using:
3DS Max 2013 with the WallWorm tools.
Crowbar
Thank you for your time.
Without seeing the file, impossible to know. But 85% of the problems that I see when people send me files is XForm. Read this info on transform and see if it helps. [url]http://dev.wallworm.com/document/127/my_model_scale_is_wrong.html[/url]
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