So, recently, my interest for Elder Scrolls has been reignited and I felt compelled to try something new other than just mapping all the time. I decided to try ripping some stuff out of skyrim to then import into gmod, much like someone before me had done with most of the NPC's, items and beast races of skyrim. Since he hadn't included Elf or Human races in his pack, I thought I'd try and do it to see if I could. He included a nice little tutorial in his download on how to get things done, and for the most part, I understood it. Or so I thought. I got the parts into 3DSmax, I stuck them together, I'm pretty sure I did the skeleton and stuff right, but I ran into a few problems.
1. It's untextured. Not a big deal, I know how to fix that. I just gotta set the vtf and vmt's to correct locations and whatever.
2. Instead of a ragdoll, the untextured product come out as an effect. With the little green circle at its feet and everything, stuck in the t-pose.
3. The model was far larger than it needed to be. It was nearly the same size as a Giant from Skyrim which was also included in the pack.
So I tried fiddling around with what I aw and decompiled it, messed around with the .qc and .smd files and then recompiled it. Now, I have no clue if it's working or not because whenever I spawn it, it instantly crashes my gmod. I'm a total noob at this and desperately need someone to point me in the right direction. If need be, I can provide screenshots/files. Thanks in advance.
[b]What it SHOULD look like...[/b]
[img]http://puu.sh/5UI1v[/img]
[b]What it actually looks like... ;.;[/b]
[img]http://puu.sh/5MI04[/img]
[b].qc file itself. I had used a template that was included in the little tutorial...for the most part.[/b]
[code]$cd "C:\Users\Sexy Frog\Desktop\New folder\models\myproject"
$modelname "myproject\model01.mdl"
$surfaceprop "flesh"
$cdmaterials "models\myproject"
$eyeposition 0 0 70
$attachment "eyes" "NPC Head [Head]" 0.00 -3.93 68.41 absolute
$attachment "mouth" "NPC Head [Head]" 0.80 -5.80 -0.15 rotate 0 -80 -90
$model model "idle.smd"{
flexfile "r_eyelid_raise.vta"
flex "r_eyelid_raise" frame 10
flexcontroller "phoneme" "r_eyelid_raise" "range" 0 1
%r_eyelid_raise = r_eyelid_raise
flexfile "l_eyelid_raise.vta"
flex "l_eyelid_raise" frame 10
flexcontroller "phoneme" "l_eyelid_raise" "range" 0 1
%l_eyelid_raise = l_eyelid_raise
flexfile "r_eyelid_lower.vta"
flex "r_eyelid_lower" frame 10
flexcontroller "phoneme" "r_eyelid_lower" "range" 0 1
%r_eyelid_lower = r_eyelid_lower
flexfile "l_eyelid_lower.vta"
flex "l_eyelid_lower" frame 10
flexcontroller "phoneme" "l_eyelid_lower" "range" 0 1
%l_eyelid_lower = l_eyelid_lower
flexfile "r_angry.vta"
flex "r_angry" frame 10
flexcontroller "phoneme" "r_angry" "range" 0 1
%r_angry = r_angry
flexfile "l_angry.vta"
flex "l_angry" frame 10
flexcontroller "phoneme" "l_angry" "range" 0 1
%l_angry = l_angry
flexfile "r_sad.vta"
flex "r_sad" frame 10
flexcontroller "phoneme" "r_sad" "range" 0 1
%r_sad = r_sad
flexfile "l_sad.vta"
flex "l_sad" frame 10
flexcontroller "phoneme" "l_sad" "range" 0 1
%l_sad = l_sad
flexfile "r_close.vta"
flex "r_close" frame 10
flexcontroller "phoneme" "r_close" "range" 0 1
%r_close = r_close
flexfile "l_close.vta"
flex "l_close" frame 10
flexcontroller "phoneme" "l_close" "range" 0 1
%l_close = l_close
flexfile "blank.vta"
flex "blank" frame 10
flexcontroller "phoneme" "blank" "range" 0 1
%blank = blank
mouth 0 "mouth" "NPC Head [Head]" 0 1 0
eyeball righteye "NPC Head [Head]" -2.01 -3.23 68.41 "eyeball_r1" 1.00 1.5 "pupil1" 1.8
eyeball lefteye "NPC Head [Head]" 2.01 -3.23 68.41 "eyeball_l1" 1.00 -1.5 "pupil1" 1.8
}
$collisionjoints physmodel.smd {
$mass 65.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "npc com [com ]"
$jointconstrain "npc spine1 [spn1]" x limit -40.00 40.00 0.00
$jointconstrain "npc spine1 [spn1]" y limit -30.00 30.00 0.00
$jointconstrain "npc spine1 [spn1]" z limit -30.00 30.00 0.00
$jointconstrain "npc spine2 [spn2]" x limit -40.00 40.00 0.00
$jointconstrain "npc spine2 [spn2]" y limit -30.00 30.00 0.00
$jointconstrain "npc spine2 [spn2]" z limit -30.00 30.00 0.00
$jointconstrain "npc l clavicle [lclv]" x limit -30.00 30.00 0.00
$jointconstrain "npc l clavicle [lclv]" y limit -30.00 30.00 0.00
$jointconstrain "npc l clavicle [lclv]" z limit -30.00 30.00 0.00
$jointconstrain "npc r clavicle [rclv]" x limit -30.00 30.00 0.00
$jointconstrain "npc r clavicle [rclv]" y limit -30.00 30.00 0.00
$jointconstrain "npc r clavicle [rclv]" z limit -30.00 30.00 0.00
$jointconstrain "npc r upperarm [ruar]" x limit -90.00 90.00 0.00
$jointconstrain "npc r upperarm [ruar]" y limit -70.00 50.00 0.00
$jointconstrain "npc r upperarm [ruar]" z limit -40.00 40.00 0.00
$jointconstrain "npc r forearm [rlar]" x limit -130.00 10.00 0.00
$jointconstrain "npc r forearm [rlar]" y limit -15.00 15.00 0.00
$jointconstrain "npc r forearm [rlar]" z limit -30.00 30.00 0.00
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -120.00 120.00 0.00
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -120.00 120.00 0.00
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -120.00 120.00 0.00
$jointconstrain "npc l upperarm [luar]" x limit -90.00 90.00 0.00
$jointconstrain "npc l upperarm [luar]" y limit -50.00 70.00 0.00
$jointconstrain "npc l upperarm [luar]" z limit -40.00 40.00 0.00
$jointconstrain "npc head [head]" x limit -40.00 40.00 0.00
$jointconstrain "npc head [head]" y limit -30.00 30.00 0.00
$jointconstrain "npc head [head]" z limit -70.00 70.00 0.00
$jointconstrain "npc l forearm [llar]" x limit -130.00 10.00 0.00
$jointconstrain "npc l forearm [llar]" y limit -15.00 15.00 0.00
$jointconstrain "npc l forearm [llar]" z limit -30.00 30.00 0.00
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -120.00 120.00 0.00
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -120.00 120.00 0.00
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -120.00 120.00 0.00
$jointconstrain "jaw" x limit -20.00 20.00 0.00
$jointconstrain "jaw" y limit -20.00 20.00 0.00
$jointconstrain "jaw" z limit -3.00 34.00 0.00
$jointconstrain "npc r thigh [rthg]" x limit -120.00 120.00 0.00
$jointconstrain "npc r thigh [rthg]" y limit -120.00 120.00 0.00
$jointconstrain "npc r thigh [rthg]" z limit -40.00 40.00 0.00
$jointconstrain "npc r calf [rclf]" x limit 0.00 140.00 0.00
$jointconstrain "npc r calf [rclf]" y limit -15.00 15.00 0.00
$jointconstrain "npc r calf [rclf]" z limit -20.00 20.00 0.00
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -50.00 50.00 0.00
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -50.00 50.00 0.00
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -50.00 50.00 0.00
$jointconstrain "npc l thigh [lthg]" x limit -120.00 120.00 0.00
$jointconstrain "npc l thigh [lthg]" y limit -120.00 120.00 0.00
$jointconstrain "npc l thigh [lthg]" z limit -40.00 40.00 0.00
$jointconstrain "npc l calf [lclf]" x limit 0.00 140.00 0.00
$jointconstrain "npc l calf [lclf]" y limit -15.00 15.00 0.00
$jointconstrain "npc l calf [lclf]" z limit -20.00 20.00 0.00
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -50.00 50.00 0.00
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -50.00 50.00 0.00
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -50.00 50.00 0.00
}
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
[/code]
Bumping. Added screenies of my issue as well as the .qc. If anyone can point me in the right direction, I would be very grateful.
To get the mesh down to the correct size, you need to scale it in 3dsmax first. As to why it's an effect - could you post the compile log as well?
Hmm seems like it's getting actually processed. Got to ask - what exactly is the [com] bone, what's its position in bone hierarchy and is it actually rigged to anything.
What's also the rest of the bone hierarchy like.
Also if you can, check the folder where the model compiled to - is a .phy file included? There should be an mdl, a .vvd, 3-4 .vtx and a .phy file.
Also recommend you use the -noxbox tag when compiling the model. You don't require the xbox vtx.
Uh one extra thing - sine it's from skyrim, delete all the dismemberment modifiers and such. Justm ake sure all the meshes are editable meshes with a skin modifier. Ideally nothing else.
I gonna be honest with you, I have no clue. Like I said, I used a template that was already prepared from oogaboogaman's previous skyrim pack. Which I obtained here.... [url]http://facepunch.com/showthread.php?t=1149115[/url]
But as for my compile folder, everything seems to be in order.
[img]http://puu.sh/5VAhp.png[/img]
edit: I followed the .txt tutorial to the letter that was included, however. Which says:
[quote]Should you ever want to hack together some models from Skyrim, I have made it easy to do so with a custom skeleton and a couple of macros.
If you don't already have the nif plugin for 3ds Max 8, I have included it (NifPlugins), which goes into your plugins folder in 3ds Max. (I think it's the right one. If not then I'm sorry.)
The head and tail are separate models, so they can be easily deleted and replaced with non-beast heads like nords or citizen heads (you racist.)
The custom skeleton includes the finger and toe bones already rotated to allow for proper finger and toe posing.
Let's say you want a full set of armour from Skyrim, which I didn't include for some reason, and want to have it on your personal skin head or something. The process will go as follows:
FOR OTHER SKYRIM ARMOURS (nif format):
- Open up the argonianbase Max scene
- Import your armours (chest, boots, gloves, etc.) in the usual .nif format
- When importing, make sure you always select the custom skeleton (skeleton_malebody_rotatedbones.nif) EVERY time you import a piece of the model (this is important)
- Once everything is there, import the custom skeleton for the last time to finalize the skeleton (the importer resets the skeleton after every mesh for some reason)
- To fix the warped feet and hands, select those models, and under the skin modifier, untick and tick again the "Always Deform" box under Advanced Parameters
- Apply your usual textures of course
- Run the RenameBones macro script to rename the necessary bones to allow for finger and toe posing
- Run the ResizeRotateSkeleton to resize and rotate the skeleton to meet the HL2 citizen standards
- Export and hope it worked
FOR JUST HEADHACKING
- Open up the aargonianbase_resized_fingertoepose Max 8 scene (which has the model already resized, rotated, and renamed for you)
- Replace head (and probably delete the tail too since you most likely don't want to be an awesome sexy scaly lizard)[/quote]
Any chance you could upload your idle.smd and physmodel.smd so that I can take a look at them. Earliest tomorrow though.
Yessir. Right away.
[url]http://www.filedropper.com/modelthings[/url]
Thoughts on the smds?
Try putting '$upaxis Y' in the QC. That should make it stand up properly.
Don't know why your phymodel isn't working though.
[QUOTE=Sexy Frog;43278753]Yessir. Right away.
[url]http://www.filedropper.com/modelthings[/url][/QUOTE]
sorry had no time yet to check.
Alright, I think I figured out why it was an effect like it was. I was using the 3dsmax plugin called Wallworm and I guess it wasn't exporting it correctly. So I got Cnonnonfodders .smd exporter and I have much better results. However, the model is still huge which is weird. I ran the resize skeleton script that was included in the pack, however its still giant. That, and the bones are out of place I assume, since I can manipulate the bones with my psygun in places where the model does not touch. Plus its constantly spazzing out and slightly clipping through the floor when its on the floor. I didn't pose the ragdoll in that screenshot, it just took that pose in the midst of its seizure. Also the floating random hands seem to be in there...probably something I missed in max though so I'm not really worried about that.
[img]http://puu.sh/5ZmMu.jpg[/img]
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