This is the last thing that I need help with so I can put my player model to gmod I dont know how exactly to set one up or if there is a tool for it I cant really figure out what to use to automatically make a .qc file if there is a way.
Aren't you supposed to make one yourself?
[QUOTE=Aaronautics;47977947]Aren't you supposed to make one yourself?[/QUOTE]
sometimes but I dont know the format exactly and the problems is the coords on the bones to the mesh and complicated stuff like that 0-0 but some programs make a .qc file like wall worm but I dont know how the fudge to set it up to do so.
[QUOTE=juonmydog;47977954]sometimes but I dont know the format exactly and the problems is the coords on the bones to the mesh and complicated stuff like that 0-0 but some programs make a .qc file like wall worm but I dont know how the fudge to set it up to do so.[/QUOTE]
Try to use this as a guide
You're probably confused on what to edit, so just ask questions if you don't know what to do.
[CODE]
// Created by Crowbar 0.19.0.0
$modelname "player/naruto/hinata.mdl" // what you want the model's filename to be
$model "hinata" "hinata.smd" // your reference.smd
$cdmaterials "models\naruto\" // the location of the materials for the model
// $attachment "eyes" "ValveBiped.Bip01_Head1" 3.2 -3.5 0.12 rotate 0 -80.1 -90
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90
$attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$surfaceprop "flesh"
$contents "solid"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5
$hbox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7
$skipboneinbbox
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$includemodel "f_anm.mdl"
$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1
$collisionjoints "male_07_physics.smd" // physics file for the model
{
$mass 0
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "valvebiped.bip01_pelvis"
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
}
$collisiontext
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.300000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "90.000000"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
}
}
$proceduralbones "male_07.vrd"
$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Anim_Attachment_RH"
[/CODE]
To anyone wondering, the qc's not mine. It's from StigmalNC on YouTube. He provided this on his tutorial.
[QUOTE=Aaronautics;47977997]Try to use this as a guide
You're probably confused on what to edit, so just ask questions if you don't know what to do.
[CODE]
// Created by Crowbar 0.19.0.0
$modelname "player/naruto/hinata.mdl" // what you want the model's filename to be
$model "hinata" "hinata.smd" // your reference.smd
$cdmaterials "models\naruto\" // the location of the materials for the model
// $attachment "eyes" "ValveBiped.Bip01_Head1" 3.2 -3.5 0.12 rotate 0 -80.1 -90
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90
$attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$surfaceprop "flesh"
$contents "solid"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25
$hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5
$hbox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7
$skipboneinbbox
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$includemodel "f_anm.mdl"
$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1
$collisionjoints "male_07_physics.smd" // physics file for the model
{
$mass 0
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "valvebiped.bip01_pelvis"
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -37 37 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 59 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -149 4 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 12 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0
}
$collisiontext
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "400.000000"
"animfrictiontimein" "0.500000"
"animfrictiontimeout" "0.300000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "90.000000"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
}
}
$proceduralbones "male_07.vrd"
$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Anim_Attachment_RH"
[/CODE]
To anyone wondering, the qc's not mine. It's from StigmalNC on YouTube. He provided this on his tutorial.[/QUOTE]
I know its the tutorial I was following What I really need to know if I have to change anything in the xyz values for example the positioning on the fingers and hands.
[QUOTE=juonmydog;47978016]I know its the tutorial I was following What I really need to know if I have to change anything in the xyz values for example the positioning on the fingers and hands.[/QUOTE]
Nah, you don't have to change anything. (Well, I'm not sure. But it's what I do all the time. And my playermodels work out fine. Just leave em as it is)
[QUOTE=Aaronautics;47978032]Nah, you don't have to change anything. (Well, I'm not sure. But it's what I do all the time. And my playermodels work out fine. Just leave em as it is)[/QUOTE]
Then its pretty much alright to copy and paste this qc and just edit the name,model,materials,and animation? sorry this is my first player model :T and I used a MMD mesh for it
[QUOTE=juonmydog;47978047]Then its pretty much alright to copy and paste this qc and just edit the name,model,materials,and animation? sorry this is my first player model :T and I used a MMD mesh for it[/QUOTE]
Yep. If I'm wrong, well. Somebody else will come along to help you.
[QUOTE=Aaronautics;47978054]Yep. If I'm wrong, well. Somebody else will come along to help you.[/QUOTE]
I only hope so :T thanks for the help
[editline]16th June 2015[/editline]
umm where exactly do I get the malephysics smd
[QUOTE=juonmydog;47978061]I only hope so :T thanks for the help
[editline]16th June 2015[/editline]
umm where exactly do I get the malephysics smd[/QUOTE]
Decompile the male_07 model from HL2
[QUOTE=Aaronautics;47978187]Decompile the male_07 model from HL2[/QUOTE]
damn it so I have to download hl2?
[QUOTE=juonmydog;47978221]damn it so I have to download hl2?[/QUOTE]
Here's mine: [url]https://www.dropbox.com/s/qc52a994ltxgfjb/male_07_physics.smd?dl=0[/url]
[QUOTE=Aaronautics;47978610]Here's mine: [url]https://www.dropbox.com/s/qc52a994ltxgfjb/male_07_physics.smd?dl=0[/url][/QUOTE]
thanks sorry I was tired of its shiut and went to sleep XD
[editline]16th June 2015[/editline]
what folder is male_07.vdr under?
I made a qc file generator recently, too bad nobody used it :(
Anyway if you are interested: [url]http://facepunch.com/showthread.php?t=1460512[/url]
[QUOTE=arleitiss;47984789]I made a qc file generator recently, too bad nobody used it :(
Anyway if you are interested: [url]http://facepunch.com/showthread.php?t=1460512[/url][/QUOTE]
Ill use it if it works!
[QUOTE=juonmydog;47983198]thanks sorry I was tired of its shiut and went to sleep XD
[editline]16th June 2015[/editline]
what folder is male_07.vdr under?[/QUOTE]
You're supposed to get it from male_07 when you decompile it
[url]https://www.dropbox.com/s/elhdadsni2841b2/male_07.vrd?dl=0[/url]
[QUOTE=Aaronautics;47985221]You're supposed to get it from male_07 when you decompile it
[url]https://www.dropbox.com/s/elhdadsni2841b2/male_07.vrd?dl=0[/url][/QUOTE]
I got the skeleton and stuff from the downloads provided by the tutorial and Ive been looking all over for the folder with male_07 is it under hl2? I wish I could do this by myself :T but it is my first time with this stuff p=p
[QUOTE=juonmydog;47985455]I got the skeleton and stuff from the downloads provided by the tutorial and Ive been looking all over for the folder with male_07 is it under hl2? I wish I could do this by myself :T but it is my first time with this stuff p=p[/QUOTE]
All you need are these:
1. qc
2. male_07.vrd
3. physics file
4. reference file
Unless you want your playermodel to have facial expressions, you're good to go.
[QUOTE=Aaronautics;47987550]All you need are these:
1. qc
2. male_07.vrd
3. physics file
4. reference file
Unless you want your playermodel to have facial expressions, you're good to go.[/QUOTE]
compiler to use? I am trying guistudio but it cant find my steam app user info o-o
I uploaded some QC files of my own a while ago which I built after using the Valve source files for a while and wanting my own modular version. You can find them here:
[URL]http://facepunch.com/showthread.php?t=1439159[/URL]
Crowbar is a fantastic tool but it's not a QC generator. It's great for getting you started, but you should really learn how to build and modify your own QC files. QCI files are also extremely useful but are often ignored.
The VRD file uses default Valve values along with some new values and a physics model is included which you can use to build your own.
[QUOTE=juonmydog;47987660]compiler to use? I am trying guistudio but it cant find my steam app user info o-o[/QUOTE]
Both Crowbar and GUIStudioMdl just add a GUI to your studiomdl. Ensure you're actually using a valid studiomdl though. I'd reccomend using Source SDK Base 2013 for GMod and SFM's for SFM.
[QUOTE=CaptainBigButt;47987670]I uploaded some QC files of my own a while ago which I built after using the Valve source files for a while and wanting my own modular version. You can find them here:
[URL]http://facepunch.com/showthread.php?t=1439159[/URL]
Crowbar is a fantastic tool but it's not a QC generator. It's great for getting you started, but you should really learn how to build and modify your own QC files. QCI files are also extremely useful but are often ignored.
The VRD file uses default Valve values along with some new values and a physics model is included which you can use to build your own.
Both Crowbar and GUIStudioMdl just add a GUI to your studiomdl. Ensure you're actually using a valid studiomdl though. I'd reccomend using Source SDK Base 2013 for GMod and SFM's for SFM.[/QUOTE]
SourceSDK is downloaded my problem is the actual compiling now,I know pipeline screwed up with alot of tools that compile now that it doesnt actually say the steam user but "common"instead.I figured how to finish up on the qc file I need to compile it and check what I need to change in the file.Do you have a link to crowbar then?
[QUOTE=juonmydog;47987719]I figured how to finish up on the qc file I need to compile it and check what I need to change in the file.Do you have a link to crowbar then?[/QUOTE]
Like I said, Crowbar and GUIStudioMdl aren't compilers, they just add a GUI to your vanilla studiomdl compilers. Nonetheless, check here:
[url]http://steamcommunity.com/groups/CrowbarTool[/url]
Anyway, Source SDK Base 2013 is not the same as Source SDK. Download Base 2013, not SDK.
[QUOTE=CaptainBigButt;47987754]Like I said, Crowbar and GUIStudioMdl aren't compilers, they just add a GUI to your vanilla studiomdl compilers. Nonetheless, check here:
[url]http://steamcommunity.com/groups/CrowbarTool[/url]
Anyway, Source SDK Base 2013 is not the same as Source SDK. Download Base 2013, not SDK.[/QUOTE]
alright thanks Ill be back if there is problems then
[editline]17th June 2015[/editline]
got this:
qdir: "c:\users\mee\desktop\playermodel for gmod\stevenuniverse\sapphire wip\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2\"
g_path: "Sapphire Playermodel WIP.qc"
Building binary model files...
Working on "Sapphire Playermodel WIP.qc"
SMD MODEL Sapphire Playermodel WIP.smd
SMD MODEL ragdoll.smd
SMD MODEL male_07_physics.smd
quatinterpbone "Bip01_L_Wrist" unused
ERROR: cannot find bone ValveBiped.Bip01_L_Toe0 for bbox
ERROR: Aborted Processing on 'player/stevenuniverse/sapphire.mdl'
[QUOTE=juonmydog;47987789]
ERROR: cannot find bone ValveBiped.Bip01_L_Toe0 for bbox
[/QUOTE]
If the toe bones are unused, remove their hitboxes.
[QUOTE=CaptainBigButt;47988028]If the toe bones are unused, remove their hitboxes.[/QUOTE]
how so?like go into 3ds max and delete the bone?
The bone doesn't exist on the model/in the SMD, so delete the calls of it in the QC.
[QUOTE=code_gs;47988074]The bone doesn't exist on the model/in the SMD, so delete the calls of it in the QC.[/QUOTE]
ah ok it looks like I need to edit some envelopes now that I know what it looks like
[editline]17th June 2015[/editline]
ok now about the materials can gmod read bitmap files?
VTFs
so turn the png and bitmap files into VTFs?
I would strongly avoid importing PNG files as they often have minor visual distortions. Use Photoshop or GIMP. If the texture is transparent, give it an alpha mask and export it as a TGA. If not, export it as a BMP and then import those using VTFEdit. Alternatively, if you just use the Photoshop plguns, export directly as VTF.
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