• Compiled ragdoll is invisible, but touchable/moveable
    10 replies, posted
Hello. I've been trying to get my first model edit compiled correctly and into Garry's Mod, and so far I've hit minor complications. I've decompiled the original model file and made the changes, and recompiled it back somewhat successfully. However after spawning the ragdoll, it appears completely invisible and no where in sight, and yet I can grab it and move it's limbs with the physigun. I've kept mostly everything the way it was after decompiling, so I'm not sure what's wrong. I've searched the internet everywhere and dove through the forums here several pages and still nothing, so I'm hoping someone can help me out. This is the .qc of the model : $cd "C:\Users\****\Desktop\New folder (2)\Loopy" $modelname "Flayer/pyro.mdl" $model "pyro" "pyro_reference.smd" $lod 11 { replacemodel "pyro_reference" "lod1_pyro_reference" } $lod 22 { replacemodel "pyro_reference" "lod2_pyro_reference" } $lod 33 { replacemodel "pyro_reference" "lod3_pyro_reference" } $lod 44 { replacemodel "pyro_reference" "lod4_pyro_reference" } $lod 55 { replacemodel "pyro_reference" "lod5_pyro_reference" } $shadowlod { replacemodel "pyro_reference" "lod6_pyro_reference" } $poseparameter body_pitch -45.00 45.00 $poseparameter body_yaw -45.00 45.00 $cdmaterials "models\Flayer\pyro\" $cdmaterials "models\effects\pyro\" $cdmaterials "" $texturegroup skinfamilies { { "pyroa_red.vmt" } { "pyroa_blue.vmt" } { "pyroa2_red.vmt" } { "pyroa2_blue.vmt" } } $hboxset "pyro" $hbox 1 "bip_head" -6.000 -9.500 -8.000 6.000 3.500 5.000 $hbox 0 "bip_pelvis" -10.000 -1.000 -6.000 10.000 11.000 10.000 $hbox 3 "bip_spine_0" -9.500 -1.500 -11.750 9.500 6.500 4.250 $hbox 3 "bip_spine_1" -9.000 -2.000 -12.500 9.000 4.000 3.500 $hbox 2 "bip_spine_2" -9.000 -3.000 -10.500 9.000 3.000 5.500 $hbox 2 "bip_spine_3" -7.000 -3.000 -6.000 7.000 2.000 4.000 $hbox 4 "bip_upperArm_L" -1.500 -3.000 -2.750 13.500 5.000 3.250 $hbox 4 "bip_lowerArm_L" 0.000 -3.100 -3.000 12.000 3.900 4.000 $hbox 4 "bip_hand_L" -2.500 -9.500 -3.250 2.500 -0.500 3.250 $hbox 5 "bip_upperArm_R" -1.500 -5.000 -3.250 13.500 3.000 2.750 $hbox 5 "bip_lowerArm_R" 0.000 -3.900 -4.000 12.000 3.100 3.000 $hbox 5 "bip_hand_R" -2.500 0.500 -3.250 2.500 9.500 3.250 $hbox 6 "bip_hip_L" 2.000 -5.000 -6.000 16.000 5.000 5.000 $hbox 6 "bip_knee_L" 0.500 -6.500 -4.500 19.500 2.500 2.500 $hbox 6 "bip_foot_L" -1.750 -10.000 -4.000 1.750 2.000 2.000 $hbox 7 "bip_hip_R" 2.000 -5.000 -6.000 16.000 5.000 5.000 $hbox 7 "bip_knee_R" 0.500 -4.500 -6.500 19.500 2.500 2.500 $hbox 7 "bip_foot_R" -1.750 -2.000 -2.000 1.750 10.000 4.000 // Model uses material "pyroa_red.vmt" // Model uses material "pyroa_blue.vmt" // Model uses material "pyroa2_red.vmt" // Model uses material "pyroa2_blue.vmt" $attachment "head" "bip_head" 0.00 -9.18 1.47 rotate 68.17 -90.00 0.00 $attachment "weapon_bone_L" "weapon_bone_L" 0.00 0.00 0.00 rotate 0.00 -0.00 0.00 $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00 $attachment "weapon_bone_1" "weapon_bone_1" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00 $attachment "weapon_bone_2" "weapon_bone_2" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00 $attachment "weapon_bone_3" "weapon_bone_3" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00 $attachment "weapon_bone_4" "weapon_bone_4" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00 $attachment "flag" "bip_spine_2" -0.65 6.91 9.17 rotate -2.51 -2.14 -14.44 $attachment "partyhat" "bip_head" 0.00 -7.68 1.47 rotate 68.00 -90.00 0.00 $includemodel "player/pyro_animations.mdl" $surfaceprop "flesh" $illumposition -0.000 -1.373 39.689 $sequence ref "ref" fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand bip_hand_R knee 0.000 0.000 0.000 $ikchain lhand bip_hand_L knee 0.000 0.000 0.000 $ikchain rfoot bip_foot_R knee 0.000 0.000 0.000 $ikchain lfoot bip_foot_L knee 0.000 0.000 0.000 $collisionjoints "phymodel.smd" { $mass 100.0 $inertia 10.00 $damping 0.00 $rotdamping 8.00 $rootbone "bip_pelvis" $jointrotdamping "bip_pelvis" 0.00 $jointrotdamping "bip_hip_r" 4.00 $jointconstrain "bip_hip_r" x limit -12.00 12.00 0.00 $jointconstrain "bip_hip_r" y limit -79.00 50.00 0.00 $jointconstrain "bip_hip_r" z limit -60.00 20.00 0.00 $jointmassbias "bip_knee_r" 1.10 $jointrotdamping "bip_knee_r" 6.00 $jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_r" y limit -15.00 100.00 0.00 $jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00 $jointmassbias "bip_hip_l" 0.80 $jointrotdamping "bip_hip_l" 4.00 $jointconstrain "bip_hip_l" x limit -12.00 12.00 0.00 $jointconstrain "bip_hip_l" y limit -79.00 50.00 0.00 $jointconstrain "bip_hip_l" z limit -60.00 20.00 0.00 $jointmassbias "bip_knee_l" 1.30 $jointrotdamping "bip_knee_l" 9.00 $jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_l" y limit 0.00 0.00 0.00 $jointconstrain "bip_knee_l" z limit -100.00 15.00 0.00 $jointmassbias "bip_foot_l" 0.75 $jointrotdamping "bip_foot_l" 7.00 $jointconstrain "bip_foot_l" x limit -10.00 22.00 0.00 $jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_l" z limit -17.00 24.00 0.00 $jointmassbias "bip_spine_0" 1.60 $jointrotdamping "bip_spine_0" 12.00 $jointconstrain "bip_spine_0" x limit -46.00 40.00 0.00 $jointconstrain "bip_spine_0" y limit -30.00 30.00 0.00 $jointconstrain "bip_spine_0" z limit -30.00 30.00 0.00 $jointmassbias "bip_upperarm_r" 1.20 $jointrotdamping "bip_upperarm_r" 16.00 $jointconstrain "bip_upperarm_r" x limit -50.00 40.00 0.00 $jointconstrain "bip_upperarm_r" y limit -32.00 55.00 0.00 $jointconstrain "bip_upperarm_r" z limit -80.00 25.00 0.00 $jointmassbias "bip_lowerarm_r" 2.00 $jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" z limit -120.00 -6.00 0.00 $jointmassbias "bip_upperarm_l" 0.90 $jointrotdamping "bip_upperarm_l" 16.00 $jointconstrain "bip_upperarm_l" x limit -40.00 50.00 0.00 $jointconstrain "bip_upperarm_l" y limit -55.00 32.00 0.00 $jointconstrain "bip_upperarm_l" z limit -80.00 25.00 0.00 $jointmassbias "bip_lowerarm_l" 1.90 $jointrotdamping "bip_lowerarm_l" 7.00 $jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_l" y limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_l" z limit -120.00 -6.00 0.00 $jointmassbias "bip_hand_l" 0.70 $jointconstrain "bip_hand_l" x limit -30.00 37.00 0.00 $jointconstrain "bip_hand_l" y limit -25.00 25.00 0.00 $jointconstrain "bip_hand_l" z limit -20.00 35.00 0.00 $jointmassbias "bip_head" 1.50 $jointconstrain "bip_head" x limit -50.00 30.00 0.00 $jointconstrain "bip_head" y limit -45.00 45.00 0.00 $jointconstrain "bip_head" z limit -36.00 40.00 0.00 $jointmassbias "bip_hand_r" 0.60 $jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00 $jointconstrain "bip_hand_r" y limit -25.00 25.00 0.00 $jointconstrain "bip_hand_r" z limit -35.00 20.00 0.00 $jointmassbias "bip_foot_r" 0.75 $jointrotdamping "bip_foot_r" 7.00 $jointconstrain "bip_foot_r" x limit -35.00 50.00 0.00 $jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_r" z limit -32.00 32.00 0.00 } $collisiontext { break { "model" "player\gibs\pyrogib008" "health" "0" "fadetime" "10"} break { "model" "player\gibs\pyrogib001" "health" "0" "fadetime" "10"} break { "model" "player\gibs\pyrogib004" "health" "0" "fadetime" "10"} break { "model" "player\gibs\pyrogib006" "health" "0" "fadetime" "10"} break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"} break { "model" "player\gibs\pyrogib002" "health" "0" "fadetime" "10"} break { "model" "player\gibs\pyrogib005" "health" "0" "fadetime" "10"} break { "model" "player\gibs\pyrogib003" "health" "0" "fadetime" "10"} break { "model" "player\gibs\pyrogib007" "health" "0" "fadetime" "10"} } And this is the log of what GUIStudioMDL spat out after compiling : GUIStudioMDL 2.2/Source - ゥ 2007 Neil 'Jed' Jedrzejewski - [url]http://www.wunderboy.org/[/url] Created command line: D:\Steam\steamapps\***\sourcesdk\bin\orangebox\bin\studiomdl.exe -dumpmaterials -game D:\Steam\steamapps\***\garrysmod\garrysmod -nop4 -nox360 "C:\Users\***\Desktop\New folder (2)\Loopy\mdldecompiler.qc" qdir: "c:\users\***\desktop\new folder (2)\loopy\" gamedir: "D:\Steam\steamapps\***\garrysmod\garrysmod\" g_path: "C:\Users\***\Desktop\New folder (2)\Loopy\mdldecompiler.qc" Building binary model files... Working on "mdldecompiler.qc" SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/pyro_reference.smd SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/lod1_pyro_reference.smd material 0 0 pyroa_red SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/lod2_pyro_reference.smd SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/lod3_pyro_reference.smd SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/lod4_pyro_reference.smd SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/lod5_pyro_reference.smd Processing $shadowlod SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/lod6_pyro_reference.smd material 1 1 pyroa_blue material 2 2 pyroa2_red material 3 3 pyroa2_blue SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/ref.smd SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/ragdoll.smd SMD MODEL C:\Users\***\Desktop\New folder (2)\Loopy/phymodel.smd material 4 4 phy WARNING: @ref : bounding box out of range : 9999 -11 -49 : 37 13 37 WARNING: @ragdoll : bounding box out of range : 9999 -11 -49 : 37 13 37 Processing jointed collision model bip_pelvis ( 36 verts, 1 convex elements) volume: 1202.93 bip_spine_0 ( 36 verts, 1 convex elements) volume: 4227.39 bip_head ( 36 verts, 1 convex elements) volume: 461.06 bip_upperArm_L ( 90 verts, 1 convex elements) volume: 215.59 bip_lowerArm_L ( 84 verts, 1 convex elements) volume: 175.59 bip_hand_L ( 36 verts, 1 convex elements) volume: 299.50 bip_upperArm_R ( 72 verts, 1 convex elements) volume: 200.42 bip_lowerArm_R ( 84 verts, 1 convex elements) volume: 174.06 bip_hand_R ( 36 verts, 1 convex elements) volume: 299.50 bip_hip_L ( 90 verts, 1 convex elements) volume: 602.52 bip_knee_L (108 verts, 1 convex elements) volume: 415.90 bip_foot_L ( 36 verts, 1 convex elements) volume: 171.48 bip_hip_R ( 90 verts, 1 convex elements) volume: 603.58 bip_knee_R ( 84 verts, 1 convex elements) volume: 394.49 bip_foot_R ( 36 verts, 1 convex elements) volume: 171.48 Collision model completed. --------------------- writing D:\Steam\steamapps\***\garrysmod\garrysmod\models/Flayer/pyro.mdl: bones 8588 bytes (27) animations 1548 bytes (2 anims) (6 frames) [0:00] sequences 540 bytes (2 seq) ik/pose 604 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 300 bytes keyvalues 0 bytes bone transforms 3736 bytes Collision model volume 12481.36 in^3 collision 0 bytes total 15892 --------------------- writing D:\Steam\steamapps\***\garrysmod\garrysmod\models/Flayer/pyro.vvd: vertices 0 bytes (0 vertices) tangents 0 bytes (0 vertices) total 64 bytes --------------------- Generating optimized mesh "D:\Steam\steamapps\***\garrysmod\garrysmod\models/Flayer/pyro.sw.vtx": body parts: 8 bytes models: 92 bytes model LODs: 84 bytes meshes: 0 bytes strip groups: 0 bytes strips: 0 bytes verts: 0 bytes indices: 0 bytes bone changes: 56 bytes everything: 192 bytes --------------------- Generating optimized mesh "D:\Steam\steamapps\***\garrysmod\garrysmod\models/Flayer/pyro.dx80.vtx": body parts: 8 bytes models: 92 bytes model LODs: 84 bytes meshes: 0 bytes strip groups: 0 bytes strips: 0 bytes verts: 0 bytes indices: 0 bytes bone changes: 56 bytes everything: 192 bytes --------------------- Generating optimized mesh "D:\Steam\steamapps\illumin・・}Y@orz89\garrysmod\garrysmod\models/Flayer/pyro.dx90.vtx": body parts: 8 bytes models: 92 bytes model LODs: 84 bytes meshes: 0 bytes strip groups: 0 bytes strips: 0 bytes verts: 0 bytes indices: 0 bytes bone changes: 56 bytes everything: 192 bytes Completed "mdldecompiler.qc" If there's anything else I need to post, please tell me. Also if anyone's curious, I've been trying to remove the mask of a female Pyro model, there's a face under it that I'd like to have without the mask. So far I've had no trouble until now. Thank you in advance.
Bump.
Did you checked your model in HLMV?
Re-export as the ragdoll.smd and recompile.
Thanx for replying. Attempting to open the model in HLMV brings up the error "Error opening Model", I've tried this on the original model and the recompiled edited model, the same error arises each time. I've used the ragdoll.smd and recompiled, yet it brought back the original model without the editing back in game. I'm not sure if I've done what you recommended correctly or not, if not any insight would be appreciated.
Le bump.
I've experienced this before, usually it was a quick fix with remaking the ragdoll.smd. What program are you using, which exporter, etc?
Humm, invisible models are usually due to the model being in the wrong place (folder wise) or the materials using the incorrect shader (usually lightmappedgeneriic) but it doesn't seem yours has either of those issues, so i'm not sure whats going on there. I have a suggestion however, as your reason for doing this was: [QUOTE=Illuminae;29957647]I've been trying to remove the mask of a female Pyro model, there's a face under it that I'd like to have without the mask.[/quote] why don't you just make the mask translucent in the texture? Surely that would be easier than hacking the model :P
It took a while to figure out, but I've gotten it to translucify and now the mask is gone. That was much easier than it was trying to get rid of the model'd one. Thank you very much.
-snip-
[QUOTE=Illuminae;30051156]It took a while to figure out, but I've gotten it to translucify and now the mask is gone. That was much easier than it was trying to get rid of the model'd one. Thank you very much.[/QUOTE] np ^^
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