• Orion - Player Model Compile Errors (.qc related)
    11 replies, posted
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?
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? [editline]06:33PM[/editline] I opened the player_anims.qci file and put that under the 'sequence' portion of my actual .qc file Still got this: GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - [url]http://www.wunderboy.org/[/url] Created command line: E:\Steam\steamapps\praz34\sourcesdk\bin\orangebox\bin\studiomdl.exe -game e:\steam\steamapps\SourceMods\Orion -nop4 -nox360 "C:\Users\David\Desktop\Orion Character Files\Human\Assault\compile\assaultcarrier.qc" qdir: "c:\users\david\desktop\orion character files\human\assault\compile\" gamedir: "e:\steam\steamapps\SourceMods\Orion\" g_path: "C:\Users\David\Desktop\Orion Character Files\Human\Assault\compile\assaultcarrier.qc" Building binary model files... Working on "assaultcarrier.qc" SMD MODEL assaultcarrier.smd ERROR: c:\users\david\desktop\orion character files\human\assault\compile\assaultcarrier.qc(66): - could not load file '..\humans_sdk\male\ragdoll_pose' ERROR: Aborted Processing on 'player\Carrier\assault\assaultcarrier.mdl'
[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?
By the way, here is my new .QC: [code]// This is a QC file, anything not to be used has a double slash before it and is a comment ingored by the compiler // Output .MDL This is the model your making, change the first part to change the folder it's saved in for example /MYMODEL/MODEL.MDL would place it in /models/MYMODEL/ and call it MODEL.MDL $modelname "player\Carrier\assault\assaultcarrier.mdl" //Ignore the next line $hboxset "default" $hbox 3 "ValveBiped.Bip01_Pelvis" -3.89 0.00 -2.98 3.89 3.35 -0.00 $hbox 3 "ValveBiped.Bip01_Spine" -5.43 -3.49 -6.49 4.02 8.60 6.50 $hbox 3 "ValveBiped.Bip01_Spine1" -1.14 -2.18 -5.46 5.33 8.52 5.46 $hbox 2 "ValveBiped.Bip01_Spine2" -3.10 -7.00 -6.86 13.19 9.72 6.87 $hbox 2 "ValveBiped.Bip01_Spine4" -0.00 0.00 -2.43 3.31 6.86 2.43 $hbox 1 "ValveBiped.Bip01_Neck1" -0.61 -5.54 -3.96 3.96 0.99 3.95 $hbox 1 "ValveBiped.Bip01_Head1" -2.94 -5.94 -4.73 7.63 5.69 4.72 $hbox 2 "ValveBiped.Bip01_R_Clavicle" 0.00 -4.38 -4.45 6.60 1.67 3.43 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.46 -3.83 -2.46 12.88 2.46 3.98 $hbox 5 "ValveBiped.Bip01_R_Forearm" -1.20 -4.17 -1.59 11.80 2.33 2.97 $hbox 5 "ValveBiped.Bip01_R_Hand" -0.30 -1.78 -2.87 4.56 0.74 1.87 $hbox 5 "ValveBiped.Bip01_R_Finger4" -0.33 -0.69 -0.72 1.38 0.39 0.72 $hbox 5 "ValveBiped.Bip01_R_Finger3" -0.17 -0.66 -0.72 1.68 0.45 0.52 $hbox 5 "ValveBiped.Bip01_R_Finger2" 0.00 -0.65 -0.83 1.88 0.58 0.34 $hbox 5 "ValveBiped.Bip01_R_Finger1" -0.04 -0.69 -0.97 1.93 0.72 0.36 $hbox 0 "ValveBiped.Bip01_R_Finger11" -0.12 -0.31 -0.72 1.26 0.73 0.36 $hbox 5 "ValveBiped.Bip01_R_Finger0" -1.46 -1.25 -0.87 2.36 1.37 1.45 $hbox 2 "ValveBiped.Bip01_L_Clavicle" 0.00 -4.53 -3.39 6.64 1.58 4.36 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.43 -3.84 -3.99 12.81 2.45 2.47 $hbox 4 "ValveBiped.Bip01_L_Forearm" -1.53 -4.17 -2.99 11.72 2.33 1.58 $hbox 4 "ValveBiped.Bip01_L_Hand" -0.29 -1.76 -1.87 4.56 0.75 2.88 $hbox 4 "ValveBiped.Bip01_L_Finger4" -0.33 -0.69 -0.72 1.38 0.39 0.71 $hbox 4 "ValveBiped.Bip01_L_Finger3" -0.17 -0.65 -0.52 1.68 0.46 0.72 $hbox 4 "ValveBiped.Bip01_L_Finger2" 0.00 -0.65 -0.35 1.88 0.59 0.83 $hbox 4 "ValveBiped.Bip01_L_Finger1" -0.03 -0.69 -0.36 1.93 0.73 0.94 $hbox 0 "ValveBiped.Bip01_L_Finger11" -0.12 -0.31 -0.36 1.26 0.73 0.72 $hbox 4 "ValveBiped.Bip01_L_Finger0" -1.46 -1.25 -1.45 2.35 1.38 0.87 $hbox 0 "ValveBiped.Bip01_L_Finger01" 0.00 -0.91 -0.57 1.93 0.37 0.62 $hbox 7 "ValveBiped.Bip01_R_Thigh" -6.40 -4.40 -4.33 17.85 6.45 4.13 $hbox 7 "ValveBiped.Bip01_R_Calf" -6.37 -5.30 -5.30 17.20 4.83 3.98 $hbox 7 "ValveBiped.Bip01_R_Foot" -2.63 -5.09 -4.23 6.88 5.05 2.63 $hbox 7 "ValveBiped.Bip01_R_Toe0" 0.00 -4.10 -4.84 5.36 1.86 3.49 $hbox 6 "ValveBiped.Bip01_L_Thigh" -6.40 -4.48 -4.14 17.85 6.45 4.30 $hbox 6 "ValveBiped.Bip01_L_Calf" -6.43 -5.58 -5.26 17.22 4.61 5.19 $hbox 6 "ValveBiped.Bip01_L_Foot" -2.67 -5.08 -2.70 6.88 5.07 4.23 $hbox 6 "ValveBiped.Bip01_L_Toe0" 0.00 -4.18 -3.70 5.35 1.51 4.64 // Base or Reference .SMD (This is the graphical model we made first, change this to whatever the first SMD you exported was $body studio "assaultcarrier.SMD" // Directory of materials that the model uses (In this case Spacebuild (remeber the material we selected was in /materials/spacebuild) if you where using the puddle textures it would be 'Puddle' $cdmaterials "Player\Carrier\Assault" //Ignore this part $keyvalues { prop_data { // Ignore this unless you know the material types (sound effects when shot) "base" "Metal.Small" } } //Model properties ignore these //$staticprop $surfaceprop "metal" $scale 1.0 $sequence reference "..\humans_sdk\male\ragdoll_pose" // crouch walking, no weapon $animation a_Crouch_walkS "..\humans_sdk\male_animations\Crouch_walkS" { loop LX LY rotateto -180 alignto reference } $animation a_Crouch_walkSE "..\humans_sdk\male_animations\Crouch_walkSE" { loop LX LY rotateto -135 alignto reference } $animation a_Crouch_walkE "..\humans_sdk\male_animations\Crouch_walkE" { loop LX LY rotateto -90 alignto reference } $animation a_Crouch_walkNE "..\humans_sdk\male_animations\Crouch_walkNE" { loop LX LY rotateto -45 alignto reference } $animation a_Crouch_walkN "..\humans_sdk\male_animations\crouch_walkN" { loop LX LY rotateto 0 alignto reference } $animation a_Crouch_walkNW "..\humans_sdk\male_animations\Crouch_walkNW" { loop LX LY rotateto 45 alignto reference } $animation a_Crouch_walkW "..\humans_sdk\male_animations\Crouch_walkW" { loop LX LY rotateto 90 alignto reference } $animation a_Crouch_walkSW "..\humans_sdk\male_animations\Crouch_walkSW" { loop LX LY rotateto 135 alignto reference } // running, no weapon $animation a_RunS "..\humans_sdk\male_animations\RunS" { loop LX LY startloop 0 rotateto -180 alignto reference } $animation a_RunSE "..\humans_sdk\male_animations\RunSE" { loop LX LY startloop 0 rotateto -135 alignto reference } $animation a_RunE "..\humans_sdk\male_animations\RunE" { loop LX LY startloop 0 rotateto -90 alignto reference } $animation a_RunNE "..\humans_sdk\male_animations\RunNE" { loop LX LY startloop 0 rotateto -45 alignto reference } $animation a_RunN "..\humans_sdk\male_animations\RunN" { loop LX LY startloop 0 rotateto 0 alignto reference } $animation a_RunNW "..\humans_sdk\male_animations\RunNW" { loop LX LY startloop 0 rotateto 45 alignto reference } $animation a_RunW "..\humans_sdk\male_animations\RunW" { loop LX LY startloop 0 rotateto 90 alignto reference } $animation a_RunSW "..\humans_sdk\male_animations\RunSW" { loop LX LY startloop 0 rotateto 135 alignto reference } /* $sequence crouch_walk_all { a_crouch_walkS a_crouch_walkSE a_crouch_walkE a_crouch_walkNE a_crouch_walkN a_crouch_walkNW a_crouch_walkW a_crouch_walkSW a_crouch_walkS blendwidth 9 blend move_yaw -180 180 ACT_HL2MP_WALK_CROUCH 1 node "walking" } $sequence run_all { a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS blendwidth 9 blend move_yaw -180 180 ACT_HL2MP_RUN 1 node "running" } */ // build weapon aim layers $makeaimlayer police_WalkN_pistol_aim_matrix "..\police_xsi\WalkN_pistol_aim_matrix" $makeaimlayer weapons_Pistol_aim_matrix "..\humans_sdk\male_animations\WeaponAnims_Shared\Pistol_aim_matrix" $makeaimlayer HL2DM_crouch_aim_pistol "HL2DM_crouch_aim_pistol" $makeaimlayer soldier_Aim_9_directions "..\combine_soldier_xsi\Aim_9_directions" $makeaimlayer soldier_Aim_9_directions_SG "..\combine_soldier_xsi\Aim_9_directions_SG" $makeaimlayerB soldier_Crouch_aim_9_directions "..\combine_soldier_xsi\Crouch_aim_9_directions" $makeaimlayer weapons_Aim_9_directions "..\humans_sdk\male_animations\WeaponAnims_Shared\Aim_9_directions" $makeaimlayer weapons_Aim_9_directions_Alert "..\humans_sdk\male_animations\WeaponAnims_Shared\Aim_9_directions_Alert" $makeaimlayer weapons_RunN_SMG1_Aim_9_directions "..\humans_sdk\male_animations\WeaponAnims_Shared\RunN_SMG1_Aim_9_directions" $makeaimlayer weapons_WalkN_SMG1_Alert_Aim_9_directions "..\humans_sdk\male_animations\WeaponAnims_Shared\WalkN_SMG1_Alert_Aim_9_directions" $makeaimlayer weapons_Aim_RPG_9_directions "..\humans_sdk\male_animations\WeaponAnims_Shared\Aim_RPG_9_directions" $makeaimlayer HL2DM_crouch_aim_RPG "HL2DM_crouch_aim_RPG" $makeaimlayer HL2DM_Aim_Gravgun "HL2DM_Aim_Gravgun" $makeaimlayer HL2DM_Run_Aim_Gravgun "HL2DM_Run_Aim_Gravgun" $makeaimlayer HL2DM_crouch_aim_gravgun "HL2DM_crouch_aim_gravgun" $makeidle idle_pistol "..\humans_sdk\male_animations\WeaponAnims_Shared\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1 $makeidle idle_shotgun "..\combine_soldier_xsi\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1 $makeidle idle_smg1 "..\combine_soldier_xsi\Hold_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1 $makeidle idle_ar2 "..\combine_soldier_xsi\Hold_AR2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1 $makeidle idle_gravgun "HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1 $makeidle idle_grenade "HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1 $makeidle idle_rpg "..\humans_sdk\male_animations\WeaponAnims_Shared\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1 $makeidle idle_crossbow "HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1 $makeidle idle_melee "HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1 $makeidle idle_slam "HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1 $makematchrun run_pistol "..\police_xsi\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix ACT_HL2MP_RUN_PISTOL 1 $makematchrun run_shotgun "..\combine_soldier_xsi\RunN_aim_sg" 0 soldier_Aim_9_directions_SG ACT_HL2MP_RUN_SHOTGUN 1 $makerun run_smg1 "..\humans_sdk\male_animations\WeaponAnims_Shared\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions ACT_HL2MP_RUN_SMG1 1 $makematchrun run_ar2 "..\combine_soldier_xsi\Hold_AR2" 0 soldier_Aim_9_directions ACT_HL2MP_RUN_AR2 1 $makematchrun run_gravgun "HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun ACT_HL2MP_RUN_PHYSGUN 1 $makematchrun run_grenade "HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_RUN_GRENADE 1 $makematchrun run_rpg "..\humans_sdk\male_animations\WeaponAnims_Shared\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_RUN_RPG 1 $makematchrun run_crossbow "HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_RUN_CROSSBOW 1 $makematchrun run_melee "HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_RUN_MELEE 1 $makematchrun run_slam "HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_RUN_SLAM 1 $makecidle cidle_pistol "HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1 $makecidle cidle_shotgun "..\combine_soldier_xsi\Shoot_SG_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1 $makecidle cidle_smg1 "..\combine_soldier_xsi\Shoot_SMG1_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1 $makecidle cidle_ar2 "..\combine_soldier_xsi\Shoot_AR2_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1 $makecidle cidle_gravgun "HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1 $makecidleB cidle_grenade "HL2DM_Throw_Grenade" 0 "HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1 $makecidle cidle_rpg "HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1 $makecidle cidle_crossbow "..\combine_soldier_xsi\Shoot_SMG1_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1 $makecidleB cidle_melee "HL2DM_MeleeAttack" 0 "HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1 $makecidleB cidle_slam "HL2DM_Idle_Slam" 0 "HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1 //it looks like for the $makecidleB macro, the AimLayer isnt being added in. $makecwalk cwalk_pistol "HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_WALK_CROUCH_PISTOL 1 $makecwalk cwalk_shotgun "..\combine_soldier_xsi\Shoot_SG_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_WALK_CROUCH_SHOTGUN 1 $makecwalk cwalk_smg1 "..\combine_soldier_xsi\Shoot_SMG1_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_WALK_CROUCH_SMG1 1 $makecwalk cwalk_ar2 "..\combine_soldier_xsi\Shoot_AR2_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_WALK_CROUCH_AR2 1 $makecwalk cwalk_gravgun "HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_WALK_CROUCH_PHYSGUN 1 $makecwalk cwalk_grenade "HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_WALK_CROUCH_GRENADE 1 $makecwalk cwalk_rpg "HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_WALK_CROUCH_RPG 1 $makecwalk cwalk_crossbow "..\combine_soldier_xsi\Shoot_SMG1_crouch" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_WALK_CROUCH_CROSSBOW 1 $makecwalk cwalk_melee "HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_WALK_CROUCH_MELEE 1 $makecwalk cwalk_slam "HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_WALK_CROUCH_SLAM 1 $makerange range_pistol "..\police_xsi\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1 $makerange range_shotgun "..\combine_soldier_xsi\Shoot_SG" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1 $makerange range_smg1 "..\combine_soldier_xsi\Shoot_SMG1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1 $makerange range_ar2 "..\combine_soldier_xsi\Shoot_AR2" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1 $makerange range_gravgun "HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1 $makerange range_grenade "HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1 $makerange range_rpg "..\humans_sdk\male_animations\WeaponAnims_Shared\ShootRPG" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1 $makerange range_crossbow "..\combine_soldier_xsi\Shoot_SG" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1 $makerange range_melee "HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45 $makerange range_slam "HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1 $makejump jump_pistol "HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1 $makejump jump_shotgun "..\combine_soldier_xsi\Shoot_SG_crouch" 0 ACT_HL2MP_JUMP_SHOTGUN 1 $makejump jump_smg1 "..\combine_soldier_xsi\Shoot_SMG1_crouch" 0 ACT_HL2MP_JUMP_SMG1 1 $makejump jump_ar2 "..\combine_soldier_xsi\Shoot_AR2_crouch" 0 ACT_HL2MP_JUMP_AR2 1 $makejump jump_gravgun "HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1 $makejump jump_grenade "HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1 $makejump jump_rpg "..\humans_sdk\male_animations\WeaponAnims_Shared\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1 $makejump jump_crossbow "HL2DM_Idle_Crossbow" 0 ACT_HL2MP_JUMP_CROSSBOW 1 $makejump jump_melee "HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1 $makejump jump_slam "HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1 $makereload reload_pistol "..\police_xsi\Pistol_reload" ACT_HL2MP_GESTURE_RELOAD_PISTOL 1 $makereload reload_shotgun "..\combine_soldier_xsi\Reload_standing" ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1 $makereload reload_smg1 "..\combine_soldier_xsi\Reload_standing" ACT_HL2MP_GESTURE_RELOAD_SMG1 1 $makereload reload_ar2 "..\combine_soldier_xsi\Reload_standing" ACT_HL2MP_GESTURE_RELOAD_AR2 1 // Physics data section //change this line to the final (collison model) file $collisionmodel "assaultcarrier.SMD" { $concave //change this line to edit the 'weight' in game (weight stool style) $mass 100.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/code]
Well for a start you don't need all that anim crap and you don't need hitboxes for fingers. Is this model even a ragdoll?
Yes, its a player model: [img]http://www.orion-project.net/Team/praz/pic.jpg[/img] Keep in mind I havent done this before and am trying to figure it out as we haven't been able to find someone that is able to do it.
Right well i've set this out for you from what you gave me but I see some glaring issues that you will need to answer for me: [code]$modelname "player\Carrier\assault\assaultcarrier.mdl" $scale 1.0 $body studio "assaultcarrier.smd" $hboxset "default" $hbox 3 "ValveBiped.Bip01_Pelvis" -3.89 0.00 -2.98 3.89 3.35 -0.00 $hbox 3 "ValveBiped.Bip01_Spine" -5.43 -3.49 -6.49 4.02 8.60 6.50 $hbox 3 "ValveBiped.Bip01_Spine1" -1.14 -2.18 -5.46 5.33 8.52 5.46 $hbox 2 "ValveBiped.Bip01_Spine2" -3.10 -7.00 -6.86 13.19 9.72 6.87 $hbox 2 "ValveBiped.Bip01_Spine4" -0.00 0.00 -2.43 3.31 6.86 2.43 $hbox 1 "ValveBiped.Bip01_Neck1" -0.61 -5.54 -3.96 3.96 0.99 3.95 $hbox 1 "ValveBiped.Bip01_Head1" -2.94 -5.94 -4.73 7.63 5.69 4.72 $hbox 2 "ValveBiped.Bip01_R_Clavicle" 0.00 -4.38 -4.45 6.60 1.67 3.43 $hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.46 -3.83 -2.46 12.88 2.46 3.98 $hbox 5 "ValveBiped.Bip01_R_Forearm" -1.20 -4.17 -1.59 11.80 2.33 2.97 $hbox 5 "ValveBiped.Bip01_R_Hand" -0.30 -1.78 -2.87 4.56 0.74 1.87 $hbox 5 "ValveBiped.Bip01_R_Finger4" -0.33 -0.69 -0.72 1.38 0.39 0.72 $hbox 5 "ValveBiped.Bip01_R_Finger3" -0.17 -0.66 -0.72 1.68 0.45 0.52 $hbox 5 "ValveBiped.Bip01_R_Finger2" 0.00 -0.65 -0.83 1.88 0.58 0.34 $hbox 5 "ValveBiped.Bip01_R_Finger1" -0.04 -0.69 -0.97 1.93 0.72 0.36 $hbox 0 "ValveBiped.Bip01_R_Finger11" -0.12 -0.31 -0.72 1.26 0.73 0.36 $hbox 5 "ValveBiped.Bip01_R_Finger0" -1.46 -1.25 -0.87 2.36 1.37 1.45 $hbox 2 "ValveBiped.Bip01_L_Clavicle" 0.00 -4.53 -3.39 6.64 1.58 4.36 $hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.43 -3.84 -3.99 12.81 2.45 2.47 $hbox 4 "ValveBiped.Bip01_L_Forearm" -1.53 -4.17 -2.99 11.72 2.33 1.58 $hbox 4 "ValveBiped.Bip01_L_Hand" -0.29 -1.76 -1.87 4.56 0.75 2.88 $hbox 4 "ValveBiped.Bip01_L_Finger4" -0.33 -0.69 -0.72 1.38 0.39 0.71 $hbox 4 "ValveBiped.Bip01_L_Finger3" -0.17 -0.65 -0.52 1.68 0.46 0.72 $hbox 4 "ValveBiped.Bip01_L_Finger2" 0.00 -0.65 -0.35 1.88 0.59 0.83 $hbox 4 "ValveBiped.Bip01_L_Finger1" -0.03 -0.69 -0.36 1.93 0.73 0.94 $hbox 0 "ValveBiped.Bip01_L_Finger11" -0.12 -0.31 -0.36 1.26 0.73 0.72 $hbox 4 "ValveBiped.Bip01_L_Finger0" -1.46 -1.25 -1.45 2.35 1.38 0.87 $hbox 0 "ValveBiped.Bip01_L_Finger01" 0.00 -0.91 -0.57 1.93 0.37 0.62 $hbox 7 "ValveBiped.Bip01_R_Thigh" -6.40 -4.40 -4.33 17.85 6.45 4.13 $hbox 7 "ValveBiped.Bip01_R_Calf" -6.37 -5.30 -5.30 17.20 4.83 3.98 $hbox 7 "ValveBiped.Bip01_R_Foot" -2.63 -5.09 -4.23 6.88 5.05 2.63 $hbox 7 "ValveBiped.Bip01_R_Toe0" 0.00 -4.10 -4.84 5.36 1.86 3.49 $hbox 6 "ValveBiped.Bip01_L_Thigh" -6.40 -4.48 -4.14 17.85 6.45 4.30 $hbox 6 "ValveBiped.Bip01_L_Calf" -6.43 -5.58 -5.26 17.22 4.61 5.19 $hbox 6 "ValveBiped.Bip01_L_Foot" -2.67 -5.08 -2.70 6.88 5.07 4.23 $hbox 6 "ValveBiped.Bip01_L_Toe0" 0.00 -4.18 -3.70 5.35 1.51 4.64 $cdmaterials "Player\Carrier\Assault" $surfaceprop "metal" $includemodel "cs_fix.mdl" $includemodel "global_include.mdl" $includemodel "m_ss.mdl" $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" $sequence reference "" $collisionjoints "" { $mass 100.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/code] Is your model rigged? If so is it to the Valve Biped and which one?
I just compiled witrh that new .qc- ERROR: c:\users\david\desktop\orion character files\human\assault\compile\assaultcarrier.qc(58): - could not load file '.µ' ERROR: Aborted Processing on 'player\Carrier\assault\assaultcarrier.mdl' Anyways.. long story short. We originally began development on the EP1 engine. We got to about 40-50% complete (of our first public beta) and then ported over to the OB engine (as it was just released). This had screwed up a lot for us (vehicles, muzzle flashes, weapons, and now I just realized hit boxes and this). So it was made as an Ep1 model and its now an OB model. It's currently ingame and used, however, its the same model that was made originally and has had no work on it until now. I don't know the exact name of the rig its using, I believe its the standard HL2DM one, I don't have max on this computer nor do I model. I am sure I could find out for you though. [editline]06:50PM[/editline] You can see him here in-game: [url]http://www.moddb.com/mods/orion1/images/player-detail#imagebox[/url]
Right I just wanted to be sure you knew what you were doing (well to a point) as the QC you gave me there has these lines: [code]$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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