I think i may have some how messed up somewhere on my bone or the qc. can some one check my model and fix it up for me. i am using MilkShape 3d 1.8.4 as my current modeling program.
will provide download link when i can get it up on megaupload.
If you show the error message produced by StudioMDL or explain your problem in greater detail, I can almost certainly help you to resolve the problem without having to download anything.
[QUOTE=BabyFawnLegs;28355142]If you show the error message produced by StudioMDL or explain your problem in greater detail, I can almost certainly help you to resolve the problem without having to download anything.[/QUOTE]
sorry i'm a noob at this well here is the error message
Error downloading material: "mouth.tga"
Error loading texture "eyeball_r.tga": could not open file [1290].
Error downloading material: "eyeball_r.tga"
I've never had that problem before. Maybe you could post the contents of your *.qc file?
I'm not sure what's going on with it, as I've never had this problem before and can't find any references of it. Are you using some kind of weird frontend for StudioMDL like StudioCompiler or something?
If you want to host your *.qc and SMDs somewhere (like [b][url=http://filesmelt.com]here[/url][/b]) I'll take a look at them and then tell you what to do.
Also, if you're making a ragdoll, that *.qc will not work until it's been amended to include collision and joint information. I can help you with that too, if you want =D
[QUOTE=BabyFawnLegs;28357680]I'm not sure what's going on with it, as I've never had this problem before and can't find any references of it. Are you using some kind of weird frontend for StudioMDL like StudioCompiler or something?
If you want to host your *.qc and SMDs somewhere (like [b][url=http://filesmelt.com]here[/url][/b]) I'll take a look at them and then tell you what to do.
Also, if you're making a ragdoll, that *.qc will not work until it's been amended to include collision and joint information. I can help you with that too, if you want =D[/QUOTE]
thanx i just need you to check over it to see if every thing is all right. and if you could make the model into a ragdoll that would be great.
here's the link:
[url]http://filesmelt.com/dl/Hitsujimas_personal_skin.rar[/url]
Okay, I downloaded the files, fed the *.qc through StudioMDL and it compiled without any errors!
There are a few problems going on here, though and the key to resolving them here will be good communication. Firstly, where did you see those error messages you posted?
Also, if you decompiled two models to get the parts that you're hacking together, you have to use the *.qc from the model that had the eyes and face flexes. That *.qc should, also, already include the collision and joint information.
Here's an example of a good workflow for hacking two models that use different skeletons together;
1: Create a folder for all of your modelling projects (C:\Models\)
2: Create a subfolder for your project (C:\Models\MyModel\)
3: Create two subfolders in \MyModel\ for both the head and body that you intend to merge (C:\Models\MyModel\Head\) & (C:\Models\MyModel\Body\)
4: Decompile the model that you intend to use the head from to \Head\ and the body you intend to use to \Body\ (This will preserve both *.qc files)
5: Import the body into your modelling program and remove the head vertices (if you're using 3ds Max, you can select the model and pick 'Editable Mesh' from the modifiers list on the right).
6: Export the now-headless body to C:\Models\MyModel\mybody.smd
7: Import the model with the desired head into your program and remove the body vertices in a similar manner. Remove the body bones as well, then import mybody.smd to merge it with the scene.
8: Link the head and/or neck bones that you didn't delete to the appropriate bones on the newly-imported body and skeleton, then export to C:\Models\MyModel\MyModel.smd
9: Copy the *.qc file from C:\Models\MyModel\Head\ to C:\Models\Mymodel\, open it and amend the appropriate lines. (Change the $cd line from C:\Models\MyModel\Head\ to C:\Models\MyModel\, adjust the $modelname line the specify the name of your new model and adjust the $cdmaterials line(s) to look the models materials in the appropriate place(s))
10: Change the names of the bones in the $collisionjoints area to match the names of the ones of the body model you imported.
11: Compile the *.qc by dragging it onto the studiomdl.exe icon located in \sourcesdk\orangebox\bin\
Hopefully that will give you a little more insight into the process.
[QUOTE=BabyFawnLegs;28358185]Okay, I downloaded the files, fed the *.qc through StudioMDL and it compiled without any errors!
There are a few problems going on here, though and the key to resolving them here will be good communication. Firstly, where did you see those error messages you posted?
Also, if you decompiled two models to get the parts that you're hacking together, you have to use the *.qc from the model that had the eyes and face flexes. That *.qc should, also, already include the collision and joint information.
Here's an example of a good workflow for hacking two models that use different skeletons together;
1: Create a folder for all of your modelling projects (C:\Models\)
2: Create a subfolder for your project (C:\Models\MyModel\)
3: Create two subfolders in \MyModel\ for both the head and body that you intend to merge (C:\Models\MyModel\Head\) & (C:\Models\MyModel\Body\)
4: Decompile the model that you intend to use the head from to \Head\ and the body you intend to use to \Body\ (This will preserve both *.qc files)
5: Import the body into your modelling program and remove the head vertices (if you're using 3ds Max, you can select the model and pick 'Editable Mesh' from the modifiers list on the right).
6: Export the now-headless body to C:\Models\MyModel\mybody.smd
7: Import the model with the desired head into your program and remove the body vertices in a similar manner. Remove the body bones as well, then import mybody.smd to merge it with the scene.
8: Link the head and/or neck bones that you didn't delete to the appropriate bones on the newly-imported body and skeleton, then export to C:\Models\MyModel\MyModel.smd
9: Copy the *.qc file from C:\Models\MyModel\Head\ to C:\Models\Mymodel\, open it and amend the appropriate lines. (Change the $cd line from C:\Models\MyModel\Head\ to C:\Models\MyModel\, adjust the $modelname line the specify the name of your new model and adjust the $cdmaterials line(s) to look the models materials in the appropriate place(s))
10: Change the names of the bones in the $collisionjoints area to match the names of the ones of the body model you imported.
11: Compile the *.qc by dragging it onto the studiomdl.exe icon located in \sourcesdk\orangebox\bin\
Hopefully that will give you a little more insight into the process.[/QUOTE]
thank you for the insight you're really helpful :D
[QUOTE=Hitsujima;28369120]thank you for the insight you're really helpful :D[/QUOTE]
No problem. I'm happy to help!
If you have any more questions or need any more help, I'll be right here.
There are a few things I neglected to explain in great detail and probably a few things that are difficult to visualise if you're not familiar with the concept, so I made up a (moderately) quick model-merging guide that's light weight enough to print on a placemat. It even aims to explain the *.qc voodoo at the end of the operation.
[img]http://img62.imageshack.us/img62/6152/headhack2.jpg[/img]
thanx again for your help.
No problem!
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