I'm trying to convert this model:
[url]http://garrysmod.org/downloads/?a=view&id=81138[/url]
Into a playermodel. But it's not working well. It's stuck in a T pose, not facing the right way, and doesn't have an icon in the menus. Here's the .qc file contents from my work on it:
[CODE]$cd "C:\Users\DManganiello15\Desktop\GMod\Projects\Dark Samus"
$modelname "darksamus.mdl"
$model "Dark Samus" "darksamus.smd"
$cdmaterials "models\darksamus\"
$hboxset "default"
$hbox 0 "Pelvis" -1.403 -7.050 -6.420 12.006 7.174 5.599
$hbox 0 "Spine" 0.000 -6.494 -9.294 16.861 6.605 11.195
$hbox 0 "Head" 0.000 -5.133 -7.046 11.550 5.402 6.084
$hbox 0 "R Chest" -0.784 -5.520 -9.254 16.795 6.879 10.526
$hbox 0 "R FOREARM" -4.800 -4.641 -8.688 12.477 5.566 3.833
$hbox 0 "R ARm Cannon" -2.106 -3.627 -5.686 27.352 7.569 3.547
$hbox 0 "L Chest" -0.697 -6.347 -9.348 12.810 5.388 10.483
$hbox 0 "L Shoulder" -4.444 -4.425 -8.075 9.462 4.842 4.567
$hbox 0 "L Forearm" -1.402 -3.032 -5.774 16.306 3.446 4.629
$hbox 0 "L Hand" -1.205 -3.843 -1.598 5.869 1.695 4.317
$hbox 0 "R Leg" -6.506 -3.875 -5.891 20.021 3.965 8.408
$hbox 0 "R Thigh" 0.000 -3.196 -5.886 29.458 4.192 9.449
$hbox 0 "L Leg" -6.769 -3.701 -5.742 20.603 4.391 8.262
$hbox 0 "L Thigh" -0.081 -3.951 -6.524 30.433 3.577 6.538
// Model uses material "body.vmt"
// Model uses material "visor2.vmt"
// Model uses material "reflection.vmt"
$includemodel "f_anm.mdl"
$includemodel "f_gst.mdl"
$includemodel "f_pst.mdl"
$includemodel "f_shd.mdl"
$includemodel "f_ss.mdl"
$surfaceprop "metal"
$eyeposition 0.000 -0.000 70.000
$illumposition 2.194 -0.581 46.400
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$collisionjoints "phymodel.smd" {
$mass 60.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "pelvis"
$jointmerge "Pelvis" "Spine"
$jointconstrain "l leg" x limit 0.00 0.00 0.00
$jointconstrain "l leg" y limit -35.00 35.00 0.00
$jointconstrain "l leg" z limit -10.00 10.00 0.00
$jointconstrain "r leg" x limit -17.00 17.00 0.00
$jointconstrain "r leg" y limit -34.00 34.00 0.00
$jointconstrain "r leg" z limit -10.00 10.00 0.00
$jointconstrain "r thigh" x limit -21.00 21.00 0.00
$jointconstrain "r thigh" y limit -39.00 39.00 0.00
$jointconstrain "r thigh" z limit -12.00 12.00 0.00
$jointconstrain "spine" x limit -15.00 15.00 0.00
$jointconstrain "spine" y limit -15.00 15.00 0.00
$jointconstrain "spine" z limit -17.00 17.00 0.00
$jointconstrain "l chest" x limit -2.00 2.00 0.00
$jointconstrain "l chest" y limit -1.00 -1.00 0.00
$jointconstrain "l chest" z limit -3.00 3.00 0.00
$jointconstrain "l shoulder" x limit -10.00 10.00 0.00
$jointconstrain "l shoulder" y limit -28.00 28.00 0.00
$jointconstrain "l shoulder" z limit -21.00 21.00 0.00
$jointconstrain "l forearm" x limit -15.00 15.00 0.00
$jointconstrain "l forearm" y limit -17.00 17.00 0.00
$jointconstrain "l forearm" z limit -21.00 21.00 0.00
$jointconstrain "r chest" x limit -3.00 3.00 0.00
$jointconstrain "r chest" y limit -1.00 -1.00 0.00
$jointconstrain "r chest" z limit -3.00 3.00 0.00
$jointconstrain "r forearm" x limit -15.00 15.00 0.00
$jointconstrain "r forearm" y limit -19.00 19.00 0.00
$jointconstrain "r forearm" z limit -21.00 21.00 0.00
$jointconstrain "l hand" x limit -10.00 10.00 0.00
$jointconstrain "l hand" y limit -6.00 6.00 0.00
$jointconstrain "l hand" z limit -8.00 8.00 0.00
$jointconstrain "head" x limit -10.00 10.00 0.00
$jointconstrain "head" y limit -10.00 10.00 0.00
$jointconstrain "head" z limit -8.00 8.00 0.00
$jointconstrain "r arm cannon" x limit -10.00 10.00 0.00
$jointconstrain "r arm cannon" y limit -53.00 53.00 0.00
$jointconstrain "r arm cannon" z limit -32.00 32.00 0.00
$jointconstrain "l thigh" x limit -21.00 21.00 0.00
$jointconstrain "l thigh" y limit -39.00 39.00 0.00
$jointconstrain "l thigh" z limit -12.00 12.00 0.00
$animatedfriction 1.000 400.000 0.500 0.300 0.000}
[/CODE]
Here's a screenshot of my trouble:
[IMG]http://cloud.steampowered.com/ugc/1117176606637921770/79A8976BE77718A2CE25C05DC599F08E4162F1AF/[/IMG]
UPDATE: I just need to know how to weightmap.
[QUOTE=Rinfect;41790252]its not using valve bones[/QUOTE]
How can I get it to use Valve bones? I tried, but when I do, I can't compile it, because apparently it's not in the .smd file.
You'd have to import it into whatever modeling program you use (preferrably 3ds max or something) and rig it to the Valve Skeleton. You can find an example skeleton here:
[code]%STEAM%\steamapps\USERNAME\sourcesdk_content\hl2mp\modelsrc\humans_sdk\Male\Group03[/code]
You'd basically just delete the mesh from this example model which leaves you the skeleton, then delete the skeleton from the samus model. If you just rescale and edit the model a little so it matches the skeleton, you'd just need to rig it using the skin modifiers.
[QUOTE=Dragon52225;41791143]You'd have to import it into whatever modeling program you use (preferrably 3ds max or something) and rig it to the Valve Skeleton. You can find an example skeleton here:
[code]%STEAM%\steamapps\USERNAME\sourcesdk_content\hl2mp\modelsrc\humans_sdk\Male\Group03[/code]
You'd basically just delete the mesh from this example model which leaves you the skeleton, then delete the skeleton from the samus model. If you just rescale and edit the model a little so it matches the skeleton, you'd just need to rig it using the skin modifiers.[/QUOTE]
All right, but when I try to import the model, it doesn't work. This is what it says to me:
[code]Executing: input [catiaV4]C:\Users\DManganiello15\Desktop\GMod\Projects\Boba Fett\models\bobafett.mdl
Reading aruba model from file: C:\Users\DManganiello15\Desktop\GMod\Projects\Boba Fett\models\bobafett.mdl
Beginning CATIAV4 import
--------------------------------------------------------------------
Translation started at: Sun Aug 11 19:39:56 2013
Start to translate CATIA V4 file to DirectConnect (version 8.0.56.1) model:
CATIA V4 import options:
wantPoints = true
wantCurves = true
wantMeshes = true
wantUnstitch = false
wantInfinite = false
wantInvisible = false
Warning: Check V4 model failed (error = -90011).
File C:\Users\DManganiello15\Desktop\GMod\Projects\Boba Fett\models\bobafett.mdl is not a valid CATIA version 4 model file!
Translation failed.
Translation ended at: Sun Aug 11 19:39:56 2013
--------------------------------------------------------------------
The input translation failed.
Finished: 0.007917 seconds.[/code]
EDIT: Nevermind, I got it. I had to find a download of 3ds Max 2012, then download the only .smd file importer I could find. Then I had to use the .smd file after decompiling it, rather than the .mdl model itself.
Well, now I have it rigged and everything from the ground up. But now I have one last problem: how do you export it as an .smd?
EDIT: Turns out that the ability to export a model in .smd wasn't included with the import plugin. Just had to download that.
EDIT 2: Well, my problem doesn't end. Now I'm trying to compile the model, but it isn't working. I've rigged all three .smd's with the Valve skeleton, but it can't find the bones. I've tried typing them in manually, one by one, but it doesn't do it.
I'll link the .smd files if they're needed:
[url]http://www.mediafire.com/?soboxtrxja6ry5o[/url]
[QUOTE=Symthic;41807705]
EDIT 2: Well, my problem doesn't end. Now I'm trying to compile the model, but it isn't working. I've rigged all three .smd's with the Valve skeleton, but it can't find the bones. I've tried typing them in manually, one by one, but it doesn't do it.
[/QUOTE]
Your model isn't rigged, you put the skeleton in, but now you'll need to Weightmap it.
My recommendation is to take the original model with Nintendo's skeleton and rename the bones to match the ValveBiped skeleton. You also probably need to adjust the mesh/skelton so the animations don't look weird as hell.
[QUOTE=xXpyroHatakeXx;41808921]Your model isn't rigged, you put the skeleton in, but now you'll need to Weightmap it.
My recommendation is to take the original model with Nintendo's skeleton and rename the bones to match the ValveBiped skeleton. You also probably need to adjust the mesh/skelton so the animations don't look weird as hell.[/QUOTE]Well, that would have saved me a lot of time. I'll try it out.
How do you Weightmap, though? Or is it too complicated?
I'm sure theres plenty of tutorials out there to weightmap in 3dsmax, google it. It's a common modelling technique.
[QUOTE=Donkie;41813252]I'm sure theres plenty of tutorials out there to weightmap in 3dsmax, google it. It's a common modelling technique.[/QUOTE]
I can't find one...
[QUOTE=Symthic;41867572]I can't find one...[/QUOTE]
Hey, I found [url=http://www.youtube.com/watch?v=LL43i-A06Po]one[/url].
I don't use 3dsmax so I don't know if that's exactly how you do it in that program, but it should give you an idea.
[QUOTE=xXpyroHatakeXx;41871542]Hey, I found [url=http://www.youtube.com/watch?v=LL43i-A06Po]one[/url].
I don't use 3dsmax so I don't know if that's exactly how you do it in that program, but it should give you an idea.[/QUOTE]
It's not selecting the vertices... Don't know why. What program do you use?
[url=http://www.blender.org/]Blender[/url]. It's free, but it intimidated me at first. There are lots of tutorials out there for blender, so it's easy to find solutions when I have problems.
[QUOTE=xXpyroHatakeXx;41880465][url=http://www.blender.org/]Blender[/url]. It's free, but it intimidated me at first. There are lots of tutorials out there for blender, so it's easy to find solutions when I have problems.[/QUOTE]
Thanks, can you give me a tutorial for how to weightmap in Blender?
Here's [url=http://www.youtube.com/watch?v=W_sfan8OchA]one[/url]. This one should give you a small idea of what to do. You can easily find more tutorials, as I googled "weight mapping in blender" and got plenty of decent results. As with anything, you should experiment with the tools yourself before asking someone to hold your hand.
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