• Artifacting during compile, some vertices are messed up, not sure what's responsible
    5 replies, posted
jeez louise I've been working on this same (incredibly basic) hack for about a year now and it's just been one issue after another. Almost fleshed out all the goddamn problems, but I'm proper stumped with this issue. Somewhere between the modelling program and the compiled model it's getting all higgildy piggildy around the arms and fingers. [IMG]http://i.imgur.com/zvb8cRQ.png[/IMG] Does anyone recognize what could be causing this issue? It looks completely fine in the modeling program, I want to assume it's vertex weights but I can't be sure. Any help would be appreciated, more information can be provided if needed. [editline]123[/editline] If it means anything, I decompiled the broken model and the problem could be seen in the modeling program. I guess a temporary fix could be to try and put the vertices back into their original position.
I've exported with Milkshape and 3DS Max, I tried with and without vertex weights, could it be something in the .qc? Really stumped at this point.
Reimport the smd that you used to compile. I had similar issues once and it turned out for whatever reason my exporter could not save the skin data to the proper bones.
Sorry, do you think you could elaborate what you mean by "Reimport the smd"? I don't quite follow.
Link the SMD of the model
I managed to fix it, I just commented out these lines: defaultflex frame 0 flexcontroller blank range 0 1 blank Not entirely sure what they do though.
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