• Wooden head on headhacked DoD:s Soldiers
    36 replies, posted
[img]http://filesmelt.com/downloader/gm_construct00073.jpg[/img] What did I do wrong? To be exact I didn't headhack, I more like "bodyhacked" it. I imported the DoD:s rifleman body and replaced it with the citizens reference so I wouldn't have to mess to much with the .qc for the face/eyeposing. I had this problem before but now I can't remember how to fix the shiet. Please help
I've got the same problem (though I can't see your pic): [img]http://fvmcpg.blu.livefilestore.com/y1p49i1iGDmGqG5DzFP2jHN_nPaR9Sdr4o3DEG6rI-bcvSmWsUenIXxoSQSpL4oUBm1UYk7sSFbtSB9c8d2iy9Lo-D7lAcAmhqw/Head%20Hack%20Fail.jpg[/img] And I still have no idea how to fix it :(
Either UV map or bad poly ID
[QUOTE=edja007;17196777]Either UV map or bad poly ID[/QUOTE] Mine is fine in Milkshape its only in GMod that it looks like that (and the material/texture names/paths are correct).
Maybe the texture's width or height is off a bit?
Use vtftool to convert the facemap to a .tga then back into a .vtf. It's that, or you have to re-save the facemap and untick some shit, but I don't remember what.
[QUOTE=simkas;17196868]Use vtftool to convert the facemap to a .tga then back into a .vtf. It's that, or you have to re-save the facemap and untick some shit, but I don't remember what.[/QUOTE] I'm using the material for eric (male 04) for the head and the base male eye textures, surely they should just reference from the gcf (other things do), but even if it doesn't I tried extracting them and it still doesn't work.
You have to Clamp T and U in the .vtf when saving I believe.
[QUOTE=chaoselite;17197805]You have to Clamp T and U in the .vtf when saving I believe.[/QUOTE] The original has T and S clamped does it need U aswell? (I still don't see why it should be different for the same head using the same UV and the same texture as the original @.@) Edit: Found the pic from Milkshape [img_thumb]http://fvmcpg.blu.livefilestore.com/y1pPTozOHPFpdu7FQOryJtClVzUWNfAuyKFlHr-kMMZde0YJcD-oiR479nuJ5jPM4NL_jw4ry8Wm5OOdIAf1vtbHw/Eric%20Shepard%20Head%20Hack%20WIP.jpg[/img_thumb]
You have to uncheck Clamp T and S in the facemap VTF. Otherwise you'll get this issue with headhacks. There's probably other ways to fix it, but i'm not aware of them.
[QUOTE=Onemanshow;17197925]You have to [b]unclamp[/b] T and S in the facemap VTF. Otherwise you'll get this issue with headhacks. There's probably other ways to fix it, but i'm not aware of them.[/QUOTE] Will this bugger up the original? (as in do I need to hex it?)
[QUOTE=Silver Spirit;17197933]Will this bugger up the original? (as in do I need to hex it?)[/QUOTE] No, as far as I know.
I hexed it anyway (just incase) and it worked :D Thankyou Onemanshow ^^ Now how do I fix the eyes? @.@ Edit: This is what it's like now [img]http://fvmcpg.blu.livefilestore.com/y1pCXPzpcWY49fIncrAU-k9o60o7ovKL3HC-m1dIwkMy3j1xty2Fi2tRD_D1VNB1lZ43bN1-4kRJaUkWBwFyGWaW8rkCqo4zDHu/Scary%20Eyes%20Head%20Hack.jpg[/img]
[QUOTE=Silver Spirit;17198155]I hexed it anyway (just incase) and it worked :D Thankyou Onemanshow ^^ Now how do I fix the eyes? @.@ Edit: This is what it's like now [img]http://fvmcpg.blu.livefilestore.com/y1pCXPzpcWY49fIncrAU-k9o60o7ovKL3HC-m1dIwkMy3j1xty2Fi2tRD_D1VNB1lZ43bN1-4kRJaUkWBwFyGWaW8rkCqo4zDHu/Scary%20Eyes%20Head%20Hack.jpg[/img][/QUOTE] Did you assign eyetextures to the headhack when hacking? Also, did you use right compile parameters to point to the eye texture location?
I got pink eyes on my rebels when I used the wrong shader in the VMT, that could be it.
[QUOTE=Da Big Man;17209380]I got pink eyes on my rebels when I used the wrong shader in the VMT, that could be it.[/QUOTE] Could be this, could be the location of the eye textures are in the wrong folder/VMTs are wrong, could be both. Applying the eye textures on it yourself might be the problem too. It usually should have them applied when you import it in. Same with facemap.
I've tried all the options but my head keeps looking the same and the texture of the body strangely just disappears when going more than ~20 feet from him.
[QUOTE=Ilwrath;17208936]Did you assign eyetextures to the headhack when hacking? Also, did you use right compile parameters to point to the eye texture location?[/QUOTE] The textures were already assigned (and I checked this) and so was the body so its not that issue. Yes its looking in the right place. [QUOTE=Da Big Man;17209380]I got pink eyes on my rebels when I used the wrong shader in the VMT, that could be it.[/QUOTE] I'm using the base eye texture that the original had (in the GCF), I haven't (and couldn't) have altered it in any way. [QUOTE=ssa gib A;17209481]Could be this, could be the location of the eye textures are in the wrong folder/VMTs are wrong, could be both. Applying the eye textures on it yourself might be the problem too. It usually should have them applied when you import it in. Same with facemap.[/QUOTE] Location is directly copied from the original citizen's qc and I checked it was in the right place anyway, VMT is the original (as I said above). Didn't apply any textures myself as I thought it would cause this problem, I did leave them as they were when I imported them in. So whats up with it @.@
Did the whole thing again. Same shit. [img]http://filesmelt.com/downloader/Namnlos.png[/img] Can it be something in the .qc? I have the DoD:s rifleman qc with copy pasted flexfile commands and texture directories.
[QUOTE=bodenlan2;17210951]Did the whole thing again. Same shit. [img]http://filesmelt.com/downloader/Namnlos.png[/img] Can it be something in the .qc? I have the DoD:s rifleman qc with copy pasted flexfile commands and texture directories.[/QUOTE] Did you remember to assign the face texture when hacking? And is there a texture directory pointing to the folder of the face texture?
[QUOTE=Silver Spirit;17196750]I've got the same problem (though I can't see your pic): [img]http://fvmcpg.blu.livefilestore.com/y1p49i1iGDmGqG5DzFP2jHN_nPaR9Sdr4o3DEG6rI-bcvSmWsUenIXxoSQSpL4oUBm1UYk7sSFbtSB9c8d2iy9Lo-D7lAcAmhqw/Head%20Hack%20Fail.jpg[/img] And I still have no idea how to fix it :([/QUOTE] Can't stop think of [media]http://s.bebo.com/app-image/7926492940/5411656627/PROFILE/i.quizzaz.com/img/q/u/08/03/31/kryten------------.jpg[/media] when I see that picture!
[QUOTE=TheWarnman;17212253]Can't stop think of [media]http://s.bebo.com/app-image/7926492940/5411656627/PROFILE/i.quizzaz.com/img/q/u/08/03/31/kryten------------.jpg[/media] when I see that picture![/QUOTE] Yea I thought that aswell, was even tempted to make it into him ^^ (sure it could be done if I took the smoothing off and tweaked it)
[QUOTE=Ilwrath;17211770]Did you remember to assign the face texture when hacking? And is there a texture directory pointing to the folder of the face texture?[/QUOTE] Yes, I've even done it several times. I assign the face, body and eyes textures to it in 3ds max and the directories are were the base textures for the models are (I've tried with a custom directory too).
Do you have fix the problem of pink eyes ? Because i have the same problem.
[QUOTE=Evil-Ash;17335663]Do you have fix the problem of pink eyes ? Because i have the same problem.[/QUOTE] Its something to do with the flexfile, if you dont include it or its miss aligned the eye textures don't work. I think if you haven't used a flexfile you'll have to make a completely new non-posing eye texture as a texture rather than an eye.
Ok ! I fix the texture, i have a smd call "mdldecompiler_expressions.vta" when i compile with it and with this in the QC: [code]flexfile "mdldecompiler_expressions.vta" { flex "AU42" frame 5 flexpair "AU1" 1.0 frame 6 flexpair "AU2" 1.0 frame 7 flexpair "AU4" 1.0 frame 8 flexpair "AU1AU2" 1.0 frame 9 flexpair "AU12" 1.0 frame 10 flex "AU12AU25" frame 11 flexpair "AU15" 1.0 frame 12 flexpair "AU17" 1.0 frame 13 flexpair "AU10" 1.0 frame 14 flex "AU16" frame 15 flexpair "AU6" 1.0 frame 16 flexpair "AU9" 1.0 frame 17 flexpair "AU25" 1.0 frame 18 flexpair "AU18" 1.0 frame 19 flexpair "AU22" 1.0 frame 20 flexpair "AU20" 1.0 frame 21 flex "AU32" frame 22 flex "AU24" frame 23 flex "AU38" frame 24 flex "AU31" frame 25 flexpair "AU26" 1.0 frame 26 flexpair "AU27" 1.0 frame 27 flexpair "AU26Z" 1.0 frame 28 flexpair "AU27Z" 1.0 frame 29 } eyeball righteye ValveBiped.Bip01_Head1 -1.298 -3.605 67.682 eyeball_r 1.000 4.000 grn_pupil_r 0.660 eyeball lefteye ValveBiped.Bip01_Head1 1.287 -3.605 67.663 eyeball_l 1.000 -4.000 grn_pupil_l 0.660 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 1 -0.218500 neutral 1 0.166800 raiser 1 0.265000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 2 -0.301000 neutral 2 -0.211900 raiser 2 -0.040300 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 3 -0.218500 neutral 3 0.166800 raiser 3 0.265000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 4 -0.301000 neutral 4 -0.211900 raiser 4 -0.040300 split -0.1 eyeball lefteye mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 flexcontroller eyelid right_lid_raiser "range" 0.000 1.000 flexcontroller eyelid left_lid_raiser "range" 0.000 1.000 flexcontroller eyelid right_lid_tightener "range" 0.000 1.000 flexcontroller eyelid left_lid_tightener "range" 0.000 1.000 flexcontroller eyelid right_lid_droop "range" 0.000 1.000 flexcontroller eyelid left_lid_droop "range" 0.000 1.000 flexcontroller eyelid right_lid_closer "range" 0.000 1.000 flexcontroller eyelid left_lid_closer "range" 0.000 1.000 flexcontroller eyelid half_closed "range" 0.000 1.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller brow right_inner_raiser "range" 0.000 1.000 flexcontroller brow left_inner_raiser "range" 0.000 1.000 flexcontroller brow right_outer_raiser "range" 0.000 1.000 flexcontroller brow left_outer_raiser "range" 0.000 1.000 flexcontroller brow right_lowerer "range" 0.000 1.000 flexcontroller brow left_lowerer "range" 0.000 1.000 flexcontroller nose right_cheek_raiser "range" 0.000 1.000 flexcontroller nose left_cheek_raiser "range" 0.000 1.000 flexcontroller nose wrinkler "range" 0.000 1.000 flexcontroller nose dilator "range" 0.000 1.000 flexcontroller mouth right_upper_raiser "range" 0.000 1.000 flexcontroller mouth left_upper_raiser "range" 0.000 1.000 flexcontroller mouth right_corner_puller "range" 0.000 1.000 flexcontroller mouth left_corner_puller "range" 0.000 1.000 flexcontroller mouth right_corner_depressor "range" 0.000 1.000 flexcontroller mouth left_corner_depressor "range" 0.000 1.000 flexcontroller mouth chin_raiser "range" 0.000 1.000 flexcontroller phoneme right_part "range" 0.000 1.000 flexcontroller phoneme left_part "range" 0.000 1.000 flexcontroller phoneme right_puckerer "range" 0.000 1.000 flexcontroller phoneme left_puckerer "range" 0.000 1.000 flexcontroller phoneme right_funneler "range" 0.000 1.000 flexcontroller phoneme left_funneler "range" 0.000 1.000 flexcontroller phoneme right_stretcher "range" 0.000 1.000 flexcontroller phoneme left_stretcher "range" 0.000 1.000 flexcontroller phoneme bite "range" 0.000 1.000 flexcontroller phoneme presser "range" 0.000 1.000 flexcontroller phoneme tightener "range" 0.000 1.000 flexcontroller phoneme jaw_clencher "range" 0.000 1.000 flexcontroller phoneme jaw_drop "range" 0.000 1.000 flexcontroller phoneme right_mouth_drop "range" 0.000 1.000 flexcontroller phoneme left_mouth_drop "range" 0.000 1.000 flexcontroller mouth smile "range" 0.000 1.000 flexcontroller mouth lower_lip "range" 0.000 1.000 flexcontroller head head_rightleft "range" -30.000 30.000 flexcontroller head head_updown "range" -15.000 15.000 flexcontroller head head_tilt "range" -15.000 15.000 flexcontroller eyes eyes_updown "range" -30.000 30.000 flexcontroller eyes eyes_rightleft "range" -30.000 30.000 flexcontroller body body_rightleft "range" -30.000 30.000 flexcontroller chest chest_rightleft "range" -30.000 30.000 flexcontroller head head_forwardback "range" -0.200 0.200 flexcontroller gesture gesture_updown "range" -1.000 1.000 flexcontroller gesture gesture_rightleft "range" -1.000 1.000 localvar upper_right_raiser %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_neutral %upper_right_neutral = (( 1.000 - ( right_lid_droop * 0.800)) * (( 1.000 - right_lid_raiser) * (( 1.000 - right_lid_closer) * ( 1.000 - blink)))) localvar upper_right_lowerer %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 - right_lid_closer))) localvar upper_left_raiser %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_neutral %upper_left_neutral = (( 1.000 - ( left_lid_droop * 0.800)) * (( 1.000 - left_lid_raiser) * (( 1.000 - left_lid_closer) * ( 1.000 - blink)))) localvar upper_left_lowerer %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 - left_lid_closer))) localvar lower_right_raiser %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 - right_lid_closer)))) localvar lower_right_neutral %lower_right_neutral = (( 1.000 - right_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( right_lid_tightener * 0.500)) * ( 1.000 - ( right_cheek_raiser * 0.250))))) localvar lower_right_lowerer %lower_right_lowerer = 0.000 localvar lower_left_raiser %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 - left_lid_closer)))) localvar lower_left_neutral %lower_left_neutral = (( 1.000 - left_lid_closer) * (( 1.000 - ( 0.500 * blink)) * (( 1.000 - ( left_lid_tightener * 0.500)) * ( 1.000 - ( left_cheek_raiser * 0.250))))) localvar lower_left_lowerer %lower_left_lowerer = 0.000 %AU1R = ( right_inner_raiser * (( 1.000 - right_outer_raiser) * ( 1.000 - right_lowerer))) %AU1L = ( left_inner_raiser * (( 1.000 - left_outer_raiser) * ( 1.000 - left_lowerer))) %AU2R = ( right_outer_raiser * (( 1.000 - right_inner_raiser) * ( 1.000 - right_lowerer))) %AU2L = ( left_outer_raiser * (( 1.000 - left_inner_raiser) * ( 1.000 - left_lowerer))) %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 - right_lowerer))) %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 - left_lowerer))) %AU4R = right_lowerer %AU4L = left_lowerer %AU6R = right_cheek_raiser %AU6L = left_cheek_raiser %AU9R = wrinkler %AU9L = wrinkler %AU38 = dilator localvar right_open %right_open = ( smile + (( right_part * ( 1.000 - smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar left_open %left_open = ( smile + (( left_part * ( 1.000 - smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser * 0.500) + ( lower_lip * 0.500)))))) localvar right_lip_suppressor %right_lip_suppressor = (( 1.000 / %right_open) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_lip_suppressor %left_lip_suppressor = (( 1.000 / %left_open) * (( 1.000 - presser) * ( 1.000 - bite))) %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 * %right_lip_suppressor))) %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 * %left_lip_suppressor))) %AU25R = ( right_part * (( right_part * %right_lip_suppressor) * ( 1.000 - smile))) %AU25L = ( left_part * (( left_part * %left_lip_suppressor) * ( 1.000 - smile))) %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor + %left_lip_suppressor)))) %AU18R = ( right_puckerer * ( right_puckerer * %right_lip_suppressor)) %AU18L = ( left_puckerer * ( left_puckerer * %left_lip_suppressor)) %AU22R = ( right_funneler * ( right_funneler * %right_lip_suppressor)) %AU22L = ( left_funneler * ( left_funneler * %left_lip_suppressor)) %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R + %AU22R)))) * ( 1.000 - smile))))) %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop * 0.500)) * (( 1.000 - bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L + %AU22L)))) * ( 1.000 - smile))))) localvar right_depressor_suppressor %right_depressor_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) localvar left_depressor_suppressor %left_depressor_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - ( smile * 0.500)))) %AU15R = ( right_corner_depressor * ( right_corner_depressor * %right_depressor_suppressor)) %AU15L = ( left_corner_depressor * ( left_corner_depressor * %left_depressor_suppressor)) localvar right_corner_suppressor %right_corner_suppressor = (( 1.000 / (( %AU18R * 0.800) + (( %AU22R * 0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher + right_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) localvar left_corner_suppressor %left_corner_suppressor = (( 1.000 / (( %AU18L * 0.800) + (( %AU22L * 0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher + left_corner_depressor))))))) * (( 1.000 - ( jaw_drop * 0.500)) * ( 1.000 - smile))) %AU12R = ( right_corner_puller * ( right_corner_puller * %right_corner_suppressor)) %AU12L = ( left_corner_puller * ( left_corner_puller * %left_corner_suppressor)) %AU20R = ( right_stretcher * ( right_stretcher * %right_corner_suppressor)) %AU20L = ( left_stretcher * ( left_stretcher * %left_corner_suppressor)) %AU32 = bite %AU24 = ( presser + (( 1.000 - presser) * tightener)) %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher + jaw_drop))) localvar right_drop_suppressor %right_drop_suppressor = (( 1.000 / (( 0.500 * %right_open) + right_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar left_drop_suppressor %left_drop_suppressor = (( 1.000 / (( 0.500 * %left_open) + left_mouth_drop)) * (( 1.000 - presser) * ( 1.000 - bite))) localvar right_drop %right_drop = ( right_mouth_drop * ( right_mouth_drop * %right_drop_suppressor)) localvar left_drop %left_drop = ( left_mouth_drop * ( left_mouth_drop * %left_drop_suppressor)) %AU26R = ( jaw_drop * (( 1.000 - %right_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU26L = ( jaw_drop * (( 1.000 - %left_drop) * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher + jaw_drop)))) %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor + %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R + %AU27L))))) localvar mouth %mouth = (( %AU27R * 0.500) + (( %AU27L * 0.500) + (( %AU22R * 0.350) + (( %AU22L * 0.350) + (( %AU18R * 0.250) + (( %AU18L * 0.250) + (( %AU25R * 0.350) + (( %AU25L * 0.350) + (( %AU32 * 0.500) + ( %AU12AU25 + ((( %AU27ZR + %AU27ZL) * ( 0.500 * 0.700)) + ( %AU16 * 0.400)))))))))))) }[/code] The textures work ! But now i have a problem with the animation, it seems it is not in the right place [img]http://img12.imageshack.us/img12/5347/eyesnp.jpg[/img] when I move the mouth to smile, is the nose moves. [img]http://www.jff-multigames.com/phpBB3/images/smilies/bong.gif[/img] How to fix that ? Any one know ?
The head is not alligned properly, sounds like it needs moving up, and the vta file is not an smd.
[QUOTE=Silver Spirit;17340071]The head is not alligned properly, sounds like it needs moving up, and the vta file is not an smd.[/QUOTE] Of curse it is not alligned like the originale because it is a headhack ! Ok sorry the vta is not an smd you right. Then how to fix that ? How to know what i do change in the animation command for adjust ?
[QUOTE=Evil-Ash;17340598]Of curse it is not alligned like the originale because it is a headhack ! Ok sorry the vta is not an smd you right. Then how to fix that ? How to know what i do change in the animation command for adjust ?[/QUOTE] Never move the head, move the body to fit the head. Move the head even a tiny bit and it can fuck stuff up bad. Moving parts of the verticies on the head seems to work fine though.
[QUOTE=bloocobalt;17340968]Never move the head, move the body to fit the head. Move the head even a tiny bit and it can fuck stuff up bad. Moving parts of the verticies on the head seems to work fine though.[/QUOTE] Ok i gonna try, thx.
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