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
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]
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