• Custom Model dissapears when not up close to it.
    3 replies, posted
Hi guys, Joined the forum because i have a problem with my first model. It took me a while, but i've finally managed to see my custom model in game (partly) The model i edited is the "headcrab classic" model from hl2, i added a human like head to it, that i made in blender, got it all compiled and good to go. made a map in hammer, added a bunch of head crabs. and ran the map. When the headcrabs are right up to me, i see the custom head i added, but as i back away, it looks like the default model. i dont understand the problem is, maybe one of you can help me with this, would really appreciate it. here some pics of what im talking about, even in hammer, when i go upto it with the camera in 3d view, the head appears, but as i backaway, it dissapears, looking like the default... [IMG]http://imageshack.us/a/img820/5079/test0004.jpg[/IMG] as you can see, both models are different looking, when actually they are the same .mdl file, it just changes to the default and looses the human head i put in it, at a certain distance. any help or suggestions would be appreciated! *Edit* heres the .qc i used to compile it. $cd "C:\Users\Gamma-lap\Documents" $modelname "headcrabclassic.mdl" $model "studio" "headcrabclassic_reference.smd" $lod 12 { replacemodel "headcrabclassic_reference" "lod1_headcrabclassic_reference" } $lod 20 { replacemodel "headcrabclassic_reference" "lod2_headcrabclassic_reference" } $lod 30 { replacemodel "headcrabclassic_reference" "lod3_headcrabclassic_reference" } $shadowlod { replacemodel "headcrabclassic_reference" "lod4_headcrabclassic_reference" } $cdmaterials "models\headcrab_classic\" $hboxset "default" $hbox 0 "HeadcrabClassic.BodyControl" -3.500 -6.000 -7.170 13.500 4.000 7.170 $hbox 0 "HeadcrabClassic.ForeArmL_Bone" 0.000 -0.500 -1.000 8.000 1.500 1.000 $hbox 0 "HeadcrabClassic.UpperArmL_Bone" -0.500 -1.000 -1.000 8.500 1.000 1.000 $hbox 0 "HeadcrabClassic.UpperArmR_Bone" -0.500 -1.000 -1.000 8.500 1.000 1.000 $hbox 0 "HeadcrabClassic.ForeArmR_Bone" 0.000 -1.500 -1.000 8.000 0.500 1.000 $hbox 0 "HeadcrabClassic.CalfR_Bone" -0.250 -0.500 -1.000 4.250 1.500 1.000 $hbox 0 "HeadcrabClassic.CalfL_Bone" -0.250 -1.000 -1.000 4.250 1.000 1.000 $surfaceprop "alienflesh" $eyeposition -0.000 0.000 16.000 $illumposition -0.163 -0.126 7.813 $sequence Idle01 "Idle01" loop ACT_IDLE 2 fps 30.00 $sequence IdleB "IdleB" loop ACT_IDLE 1 fps 30.00 $sequence Run1 "Run1" loop ACT_RUN 1 fps 30.00 { { event AE_CL_PLAYSOUND 5 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 11 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 17 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 22 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 28 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 33 "NPC_Headcrab.Footstep" } } $sequence TurnLeft "TurnLeft" loop ACT_TURN_LEFT 1 fps 30.00 { { event AE_CL_PLAYSOUND 7 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 8 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 12 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 16 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 23 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 25 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 30 "NPC_Headcrab.Footstep" } } $sequence TurnRight "TurnRight" loop ACT_TURN_RIGHT 1 fps 30.00 { { event AE_CL_PLAYSOUND 7 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 8 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 12 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 16 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 23 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 24 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 28 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 30 "NPC_Headcrab.Footstep" } } $sequence jumpattack_broadcast "jumpattack_broadcast" ACT_RANGE_ATTACK1 1 fps 30.00 { { event AE_HEADCRAB_JUMP_TELEGRAPH 0 } { event AE_HEADCRAB_JUMPATTACK 5 } } $sequence Drown "Drown" loop ACT_HEADCRAB_DROWN 1 fps 30.00 $sequence canal5b_sewer_jump "canal5b_sewer_jump" fps 30.00 $sequence headcrabbed "headcrabbed" fps 30.00 $sequence headcrabbedpost "headcrabbedpost" loop fps 30.00 $sequence BurrowIn "BurrowIn" ACT_HEADCRAB_BURROW_IN 1 fps 30.00 { { event AE_HEADCRAB_BURROW_IN 25 } { event AE_HEADCRAB_BURROW_IN_FINISH 42 } } $sequence BurrowOut "BurrowOut" ACT_HEADCRAB_BURROW_OUT 1 fps 30.00 { { event AE_HEADCRAB_BURROW_OUT 0 } } $sequence BurrowIdle "BurrowIdle" loop ACT_HEADCRAB_BURROW_IDLE 1 fps 30.00 $sequence cannisterDeploy_A "cannisterDeploy_A" ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT 1 fps 30.00 $sequence cannisterDeploy_B "cannisterDeploy_B" ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER 1 fps 30.00 $sequence cannisterDeploy_C "cannisterDeploy_C" ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT 1 fps 30.00 $sequence testDeploy_A "testDeploy_A" fps 30.00 $sequence testDeploy_b "testDeploy_b" fps 30.00 $sequence testDeploy_C "testDeploy_C" fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
I'm no modeler but this surely has something to do with LODs
[code]$cd "C:\Users\Gamma-lap\Documents" $modelname "headcrabclassic.mdl" $model "studio" "headcrabclassic_reference.smd" $cdmaterials "models\headcrab_classic\" $hboxset "default" $hbox 0 "HeadcrabClassic.BodyControl" -3.500 -6.000 -7.170 13.500 4.000 7.170 $hbox 0 "HeadcrabClassic.ForeArmL_Bone" 0.000 -0.500 -1.000 8.000 1.500 1.000 $hbox 0 "HeadcrabClassic.UpperArmL_Bone" -0.500 -1.000 -1.000 8.500 1.000 1.000 $hbox 0 "HeadcrabClassic.UpperArmR_Bone" -0.500 -1.000 -1.000 8.500 1.000 1.000 $hbox 0 "HeadcrabClassic.ForeArmR_Bone" 0.000 -1.500 -1.000 8.000 0.500 1.000 $hbox 0 "HeadcrabClassic.CalfR_Bone" -0.250 -0.500 -1.000 4.250 1.500 1.000 $hbox 0 "HeadcrabClassic.CalfL_Bone" -0.250 -1.000 -1.000 4.250 1.000 1.000 $surfaceprop "alienflesh" $eyeposition -0.000 0.000 16.000 $illumposition -0.163 -0.126 7.813 $sequence Idle01 "Idle01" loop ACT_IDLE 2 fps 30.00 $sequence IdleB "IdleB" loop ACT_IDLE 1 fps 30.00 $sequence Run1 "Run1" loop ACT_RUN 1 fps 30.00 { { event AE_CL_PLAYSOUND 5 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 11 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 17 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 22 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 28 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 33 "NPC_Headcrab.Footstep" } } $sequence TurnLeft "TurnLeft" loop ACT_TURN_LEFT 1 fps 30.00 { { event AE_CL_PLAYSOUND 7 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 8 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 12 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 16 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 23 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 25 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 30 "NPC_Headcrab.Footstep" } } $sequence TurnRight "TurnRight" loop ACT_TURN_RIGHT 1 fps 30.00 { { event AE_CL_PLAYSOUND 7 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 8 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 12 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 16 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 23 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 24 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 28 "NPC_Headcrab.Footstep" } { event AE_CL_PLAYSOUND 30 "NPC_Headcrab.Footstep" } } $sequence jumpattack_broadcast "jumpattack_broadcast" ACT_RANGE_ATTACK1 1 fps 30.00 { { event AE_HEADCRAB_JUMP_TELEGRAPH 0 } { event AE_HEADCRAB_JUMPATTACK 5 } } $sequence Drown "Drown" loop ACT_HEADCRAB_DROWN 1 fps 30.00 $sequence canal5b_sewer_jump "canal5b_sewer_jump" fps 30.00 $sequence headcrabbed "headcrabbed" fps 30.00 $sequence headcrabbedpost "headcrabbedpost" loop fps 30.00 $sequence BurrowIn "BurrowIn" ACT_HEADCRAB_BURROW_IN 1 fps 30.00 { { event AE_HEADCRAB_BURROW_IN 25 } { event AE_HEADCRAB_BURROW_IN_FINISH 42 } } $sequence BurrowOut "BurrowOut" ACT_HEADCRAB_BURROW_OUT 1 fps 30.00 { { event AE_HEADCRAB_BURROW_OUT 0 } } $sequence BurrowIdle "BurrowIdle" loop ACT_HEADCRAB_BURROW_IDLE 1 fps 30.00 $sequence cannisterDeploy_A "cannisterDeploy_A" ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT 1 fps 30.00 $sequence cannisterDeploy_B "cannisterDeploy_B" ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER 1 fps 30.00 $sequence cannisterDeploy_C "cannisterDeploy_C" ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT 1 fps 30.00 $sequence testDeploy_A "testDeploy_A" fps 30.00 $sequence testDeploy_b "testDeploy_b" fps 30.00 $sequence testDeploy_C "testDeploy_C" fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00[/code] Try this.
IT WORKED!!! thanks so much man seriously! im going to examine my orinal qc, and the one you gave me, and see what i did wrong. thanks a lot Dissolution, really! ill post another pic of it working properly once ready. [editline]24th October 2012[/editline] actually, could you tell me what you did to make it work, if you have the time? i cant really see what you did, it's completely different than the original... did you get rid of the lods? [editline]24th October 2012[/editline] heres the modded classic headcrab model, working ingame, modeled the head in blender, needs a better texture though... [IMG]http://imageshack.us/a/img100/5703/testing0002.jpg[/IMG]
Sorry, you need to Log In to post a reply to this thread.