We're having a few problems regarding our player model .qc files as of recently.
We had to go back and edit the hitboxes to do some tweaks and changes. I've made the hitboxes and the hitgroups and they are correct, however, I keep getting errors no matter how many ways I've tried to compile.
Image below:
[img]http://www.orion-project.net/Team/praz/qc_player.jpg[/img]
Or click here to simply open it:
[url]http://www.orion-project.net/Team/praz/qc_player.jpg[/url]
Any and all help is appreciated!
Put the QCI file in the same file as your model, or better yet copy the contents of it into your main QC.
Edit: Why do you have 4 QCI files?
[QUOTE=Praz;18175101]Mostly because I got so frustrated with what files I needed I just lobbed a bunch in there.
So wait.. copy the contents OF the QCI file into my .QC file?[/QUOTE]
If you copy the right bits yea, depends what's in them post them up in [noparse][code][/code][/noparse] tags so i can have a look ^^
Edit: What is the model exactly?
Well for a start you don't need all that anim crap and you don't need hitboxes for fingers.
Is this model even a ragdoll?
Yes, its a player model:
[img]http://www.orion-project.net/Team/praz/pic.jpg[/img]
Keep in mind I havent done this before and am trying to figure it out as we haven't been able to find someone that is able to do it.
I just compiled witrh that new .qc-
ERROR: c:\users\david\desktop\orion character files\human\assault\compile\assaultcarrier.qc(58): - could not load file '.µ'
ERROR: Aborted Processing on 'player\Carrier\assault\assaultcarrier.mdl'
Anyways.. long story short. We originally began development on the EP1 engine. We got to about 40-50% complete (of our first public beta) and then ported over to the OB engine (as it was just released). This had screwed up a lot for us (vehicles, muzzle flashes, weapons, and now I just realized hit boxes and this).
So it was made as an Ep1 model and its now an OB model. It's currently ingame and used, however, its the same model that was made originally and has had no work on it until now.
I don't know the exact name of the rig its using, I believe its the standard HL2DM one, I don't have max on this computer nor do I model. I am sure I could find out for you though.
[editline]06:50PM[/editline]
You can see him here in-game:
[url]http://www.moddb.com/mods/orion1/images/player-detail#imagebox[/url]
Right I just wanted to be sure you knew what you were doing (well to a point) as the QC you gave me there has these lines:
[code]$body studio "assaultcarrier.SMD"
$sequence reference "..\humans_sdk\male\ragdoll_pose"
$collisionmodel "assaultcarrier.SMD" {
$concave
$mass 100.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}[/code]
The problem here is this: the sequence line there isn't valid as you don't need the path as its in the same folder, to have a ragdoll it must have a collision model and the same model as the original wont do, the collisionmodel must be defined as a collisionjoints model (which cannot be concave) and must have defined joint constrains to work.
Have a look at these:
[url]http://developer.valvesoftware.com/wiki/$collisionjoints[/url]
[url]http://developer.valvesoftware.com/wiki/$jointconstrain[/url]
And the fact you actually tried to compile the QC I put is worrying, I left out the sequence and collisionmodel SMDs @.@ (as the ones you have defined wont work).
It did look small... but like I said, I've never done this before.. so not really a big surprise :P
And shouldnt the model already have a collision model as its already ingame and working before I tried doing all of this? Or is that because OB does it differently?
[QUOTE=Praz;18175990]It did look small... but like I said, I've never done this before.. so not really a big surprise :P
And shouldnt the model already have a collision model as its already ingame and working before I tried doing all of this? Or is that because OB does it differently?[/QUOTE]
If it did that smd you put was not the right one as it doesn't work like that. Have you still got the original one?
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