• BODYGROUP LEAKING ISSUE.
    3 replies, posted
I AM NOT TYPING LIKE THIS YO YELL I HAVE EYE ISSUES AND NEED TO TYPE LIKE THIS TO SEE BETTER, AND I DON'T MEAN TO SOUND RUDE BUT CAN WE PLEASE NOT HAVE ANY ARGUMENTS/WARS ABOUT THE CAPS/PPL TELLING ME ABOUT OTHER METHODS BESIDES CAPS? IT'S NOTHING PERSONAL IT'S JUST BECAUSE I'VE DEALT WITH IT TOO MANY TIMES. BUT ANYWAYS.... I CAME HERE AGAIN BECAUSE, I HAVE BEEN TRYING TO ADD BODYGROUPS TO HALF LIFE 2'S "FATHER GRIGORI" FOR A LONG TIME NOW AND I PUT THEM ONTO HIS SKELETON AND ALL AND PUT THE MESH NAMES AND BODYGROUP INFO IN HIS QC FILE BUT HE COMES OUT LOOKING LIKE THIS. [url]http://maganneal.deviantart.com/art/I-NEED-HELP-WITH-A-MODEL-AND-A-BODYGROUP-PLZ-672682510?ga_submit_new=10%3A1491192671&ga_type=edit&ga_changes=1&ga_recent=1[/url] I OWN NONE OF THE MODELS INVOLVED ALL CREDIT GOES TO THERE ORIGINAL OWNERS BUT ANYWAYS, CAN SOMEONE TELL ME WHY HIS BODYGROUP (THE BLACK PARTS AN THE DIFFERENT LOOKING SHOES) ARE LEAKING THROUGH HIS ORIGINAL MODEL? (I PUT THE BLANK OPTION BEFORE THE BODYGROUP SMD BTW.) WHAT AM I DOING WRONG? IT HAPPENS IF I TRY TO ADD OTER MODELS TO HIM TO. (ESPECIALLY ONES THAT WERE NOT ORIGINALLY POSED RIGHT *UNLIKE THIS ONE HERE* THAT I TRIED TO POSE TO MATCH THE NORMAL GRIGORI'S POSE. I'M NOT GOOD WITH THAT ETHER LOL I USE BLENDER MORE THEN 3DS MAX BTW.) NOW AS REQUESTED (AND NEEDED HONESTLY LOL,) HERE'S THE "QC" FILES INFORMATION. KEEP IN MIND I HAD TO USE A DIFFERENT QC WITH SOME DIFFERENT MESH NAMES, (AND YET WHEN I LOOKED AT HIM BEFORE I ADDED THE BODYGROUP HE WAS FINE.) HERE IT IS. THE NUMBERS RANGE FROM 1 TO 54 (THERE'S 55 LINES BUT THE 55TH ONE IS BLANK.) $ModelName "monk.mdl" $Model "monk" "elmer_reference.smd" { eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.476600 -3.193599 68.008799 "eyeball_r" 1 4 "iris_unused" 0.63 eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.492800 -3.193599 68.022005 "eyeball_l" 1 -4 "iris_unused" 0.63 eyelid upper_right "elmer.vta" lowerer 21 -0.23 neutral 0 0.19 raiser 22 0.29 split 1 eyeball "eye_right" eyelid lower_right "elmer.vta" lowerer 23 -0.33 neutral 0 -0.23 raiser 24 -0.07 split 1 eyeball "eye_right" eyelid upper_left "elmer.vta" lowerer 25 -0.23 neutral 0 0.19 raiser 26 0.29 split -1 eyeball "eye_left" eyelid lower_left "elmer.vta" lowerer 27 -0.33 neutral 0 -0.23 raiser 28 -0.07 split -1 eyeball "eye_left" mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0 $Include "elmer_flex.qci" } $BodyGroup "body" { blank studio "beta_grigori.smd" } $Include "elmer_lod.qci" $SurfaceProp "flesh" $Contents "solid" $EyePosition 0 0 70 $MostlyOpaque $CDMaterials "models\monk\" $CDMaterials "models\humans\male\" $CDMaterials "models\jackathan\monk\" $CDMaterials "models\FF_Grigori\" $CDMaterials "models\FF_Humans\" $CDMaterials "models\monk\" $CDMaterials "models\humans\male\" $Attachment "eyes" "ValveBiped.Bip01_Head1" 4.06 -3.32 -0.01 rotate 0 -80.1 -90 $Attachment "mouth" "ValveBiped.Bip01_Head1" 1.3 -5.3 0 rotate 0 -80 -90 $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90 $Attachment "muzzle" "ValveBiped.Anim_Attachment_RH" -0.5 7.5 32 rotate -90 -90 0 $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 // $Include "elmer_box.qci" $Include "elmer_bone.qci" $Include "elmer_animation.qci" $Include "elmer_collision.qci" (BTW THOSE EXTRA MATERIALS ARE ONLY THERE FOR FUTURE BODYGROUPS WHEN I FIX MY ISSUES I HAVE.)
IT WOULD HELP IF WE HAD A LOOK AT THE .QC FILE.
[QUOTE=StealthC;52052255]IT WOULD HELP IF WE HAD A LOOK AT THE .QC FILE.[/QUOTE] I WILL COPY/PASTE IT'S INFO RIGHT NOW ^_^ IT WILL LOOK WEIRD SINCE I HAD TO USE A DIFFERENT QC FILE IT WILL HAVE DIFFERENT NAMES. [editline]3rd April 2017[/editline] [QUOTE=SevenBillion;52052275]BY THE LOOKING AT THE PICTURE YOU PROVIDED, IT SEEMS LIKE YOU ARE EXPORTING BOTH THE BASE MESH AND THE BODYGROUP(S) TOGETHER. YOU SHOULD BE EXPORTING THE BASE MESH AND THE BODYGROUP(S) SEPARATELY.[/QUOTE] I DID NOT PUT THE TWO MESHES ON THE SAME THING, ALL I DID WAS GRAB THE BODYGROUP MESH AND "MERGE" OR "RIG" IF U WILL, IT TO GRIGORI'S SKELETON AND EXPORTED IT LIKE THAT, HIS REAL MESH WAS NOT PRESENT.
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