8 > 32, apparently, a little problem with compiling.

Pardon me if this is in the wrong section for help, or even the topic of this.

So, over the past week I’ve gone and hacked a few models together for Gmod, such and such, one batch went well but when I went to compile the female variants of the models I was getting told that apparently I was using more than 32 materials in my model, so I check it, it only had 13, so just to make sure I merge a few textures into a single folder bringing it down to 8 materials total, same error, I even went through the .smd in N++ checking that, and no, still 8 materials.

So it comes down to two things, A; Source is being silly with me again, or B; Source uses some extended count for the materials and count the bumps, normals, specs and whatever other materials are defined in the VMT files, though I doubt it has that many textures for a head.

So, it this Studiomld being stupid, or am I?

Would you mind posting the QC here, in [noparse]




[/noparse] tags?



$cd "F:\facedpmcs\source\pmcs-decomp\1b\2\pidump\"
$modelname "serc\faced_pmcs\female\f1\1\pmc.mdl"
$include "ragdoll.qci"
$collisionjoints "physmodel.smd"{
		$mass 60.00
		$inertia 10.00
}
$model "PMC" "bodies/f/female_01_reference.smd" {
//$model "PMC" "male_01_pmc_reference.smd" {
     flexfile "mdldecompiler_expressions.vta" {
          flexpair "AU1" 1.0 frame 5
          flexpair "AU2" 1.0 frame 6
          flexpair "AU4" 1.0 frame 7
          flexpair "AU1AU2" 1.0 frame 8
          flexpair "AU12" 1.0 frame 9
          flex "AU12AU25" frame 10
          flexpair "AU15" 1.0 frame 11
          flexpair "AU17" 1.0 frame 12
          flexpair "AU10" 1.0 frame 13
          flex "AU16" frame 14
          flexpair "AU6" 1.0 frame 15
          flexpair "AU9" 1.0 frame 16
          flexpair "AU25" 1.0 frame 17
          flexpair "AU18" 1.0 frame 18
          flexpair "AU22" 1.0 frame 19
          flexpair "AU20" 1.0 frame 20
          flex "AU32" frame 21
          flex "AU24" frame 22
          flex "AU38" frame 23
          flex "AU31" frame 24
          flexpair "AU26" 1.0 frame 25
          flexpair "AU27" 1.0 frame 26
     }
     //eyeball righteye ValveBiped.Bip01_Head1 -1.265 -3.575 67.870 eyeball_r 1.000  4.000 pupil_r 0.630
     //eyeball lefteye ValveBiped.Bip01_Head1 1.206 -3.575 67.876 eyeball_l 1.000  -4.000 pupil_l 0.630
	 
//	eyeball righteye "ValveBiped.Bip01_Head1" -1.28 -4.2 67.27 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 1
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.48 -4.2 67.24 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.26 -4.40 67.28 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 2
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.26 -4.30 67.28 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.16 -4.36 67.63 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 3
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.4 -4.36 67.63 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.30 -4.00 67.85 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 4
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.24 -4.00 67.85 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.27 -3.76 67.34 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 5
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.15 -3.76 67.34 "eyeball_l" 1.00 -4 "pupil_l" 0.5
	
//	eyeball righteye "ValveBiped.Bip01_Head1" -1.31 -4.69 67.51 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 6
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.41 -4.69 67.51 "eyeball_l" 1.00 -4 "pupil_l" 0.5
	
//	eyeball righteye "ValveBiped.Bip01_Head1" -1.41 -3.71 67.18 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 7
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.14 -3.71 67.12 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.28 -4.00 67.25 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 8
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.21 -4.00 67.25 "eyeball_l" 1.00 -4 "pupil_l" 0.5	
	
//	eyeball righteye "ValveBiped.Bip01_Head1" -1.38 -4.12 67.65 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 9
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.34 -4.14 67.65 "eyeball_l" 1.00 -4 "pupil_l" 0.5

// FEAMALE EYES

	eyeball righteye "ValveBiped.Bip01_Head1" -1.23 -3.96 67.05 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 1
	eyeball lefteye "ValveBiped.Bip01_Head1" 1.17 -3.97 67.02 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.21 -3.93 66.84 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 2
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.18 -3.93 66.83 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.29 -4.16 66.82 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 3
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.23 -4.15 66.87 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.34 -3.42 66.88 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 4
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.27 -3.42 66.90 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.33 -4.10 67.20 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 6
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.32 -4.11 67.20 "eyeball_l" 1.00 -4 "pupil_l" 0.5

//	eyeball righteye "ValveBiped.Bip01_Head1" -1.21 -4.39 66.79 "eyeball_r" 1.00 4 "pupil_r" 0.5 // 7
//	eyeball lefteye "ValveBiped.Bip01_Head1" 1.23 -4.39 66.85 "eyeball_l" 1.00 -4 "pupil_l" 0.5

	//eyelid  upper_right "mdldecompiler_expressions.vta" lowerer 1 -67.28 neutral 0 -67.28 raiser 2 -67.28 split 0.1 eyeball righteye
	//eyelid  lower_right "mdldecompiler_expressions.vta" lowerer 3 -67.28 neutral 0 -67.28 raiser 4 -67.28 split 0.1 eyeball righteye
	//eyelid  upper_left "mdldecompiler_expressions.vta" lowerer 1 -67.28 neutral 0 -67.28 raiser 2 -67.28 split -0.1 eyeball lefteye
	//eyelid  lower_left "mdldecompiler_expressions.vta" lowerer 3 -67.28 neutral 0 -67.28 raiser 4 -67.28 split -0.1 eyeball lefteye
	
    // eyelid  upper_right "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 0 0.000000 raiser 4 0.000000 split 0.1 eyeball righteye
    // eyelid  lower_right "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 0 0.000000 raiser 4 0.000000  split 0.1 eyeball righteye
    // eyelid  upper_left "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 0 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye
    // eyelid  lower_left "mdldecompiler_expressions.vta" lowerer 4 0.000000 neutral 0 0.000000 raiser 4 0.000000  split -0.1 eyeball lefteye
     mouth 0 "mouth"  ValveBiped.Bip01_Head1 0.000 1.000 0.000
     flexcontroller eyelid right_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid left_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid right_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid left_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid right_lid_droop "range" 0.000 1.000
     flexcontroller eyelid left_lid_droop "range" 0.000 1.000
     flexcontroller eyelid right_lid_closer "range" 0.000 1.000
     flexcontroller eyelid left_lid_closer "range" 0.000 1.000
     flexcontroller eyelid half_closed "range" 0.000 1.000
     flexcontroller eyelid blink "range" 0.000 1.000
     flexcontroller brow right_inner_raiser "range" 0.000 1.000
     flexcontroller brow left_inner_raiser "range" 0.000 1.000
     flexcontroller brow right_outer_raiser "range" 0.000 1.000
     flexcontroller brow left_outer_raiser "range" 0.000 1.000
     flexcontroller brow right_lowerer "range" 0.000 1.000
     flexcontroller brow left_lowerer "range" 0.000 1.000
     flexcontroller nose right_cheek_raiser "range" 0.000 1.000
     flexcontroller nose left_cheek_raiser "range" 0.000 1.000
     flexcontroller nose wrinkler "range" 0.000 1.000
     flexcontroller nose dilator "range" 0.000 1.000
     flexcontroller mouth right_upper_raiser "range" 0.000 1.000
     flexcontroller mouth left_upper_raiser "range" 0.000 1.000
     flexcontroller mouth right_corner_puller "range" 0.000 1.000
     flexcontroller mouth left_corner_puller "range" 0.000 1.000
     flexcontroller mouth right_corner_depressor "range" 0.000 1.000
     flexcontroller mouth left_corner_depressor "range" 0.000 1.000
     flexcontroller mouth chin_raiser "range" 0.000 1.000
     flexcontroller phoneme right_part "range" 0.000 1.000
     flexcontroller phoneme left_part "range" 0.000 1.000
     flexcontroller phoneme right_puckerer "range" 0.000 1.000
     flexcontroller phoneme left_puckerer "range" 0.000 1.000
     flexcontroller phoneme right_funneler "range" 0.000 1.000
     flexcontroller phoneme left_funneler "range" 0.000 1.000
     flexcontroller phoneme right_stretcher "range" 0.000 1.000
     flexcontroller phoneme left_stretcher "range" 0.000 1.000
     flexcontroller phoneme bite "range" 0.000 1.000
     flexcontroller phoneme presser "range" 0.000 1.000
     flexcontroller phoneme tightener "range" 0.000 1.000
     flexcontroller phoneme jaw_clencher "range" 0.000 1.000
     flexcontroller phoneme jaw_drop "range" 0.000 1.000
     flexcontroller phoneme right_mouth_drop "range" 0.000 1.000
     flexcontroller phoneme left_mouth_drop "range" 0.000 1.000
     flexcontroller mouth smile "range" 0.000 1.000
     flexcontroller mouth lower_lip "range" 0.000 1.000
     flexcontroller head head_rightleft "range" 0.000 1.000
     flexcontroller head head_updown "range" 0.000 1.000
     flexcontroller head head_tilt "range" 0.000 1.000
     flexcontroller eyes eyes_updown "range" 0.000 1.000
     flexcontroller eyes eyes_rightleft "range" 0.000 1.000
     flexcontroller body body_rightleft "range" 0.000 1.000
     flexcontroller chest chest_rightleft "range" 0.000 1.000
     flexcontroller head head_forwardback "range" 0.000 1.000
     flexcontroller gesture gesture_updown "range" 0.000 1.000
     flexcontroller gesture gesture_rightleft "range" 0.000 1.000
    localvar upper_right_raiser
    %upper_right_raiser = ( right_lid_raiser * (( 1.000 - ( right_lid_droop *  0.800)) * (( 1.000 -  right_lid_closer) * ( 1.000 -  blink))))
    localvar upper_right_neutral
    %upper_right_neutral = (( 1.000 - ( right_lid_droop *  0.800)) * (( 1.000 -  right_lid_raiser) * (( 1.000 -  right_lid_closer) * ( 1.000 -  blink))))
    localvar upper_right_lowerer
    %upper_right_lowerer = ( right_lid_closer + ( blink * ( 1.000 -  right_lid_closer)))
    localvar upper_left_raiser
    %upper_left_raiser = ( left_lid_raiser * (( 1.000 - ( left_lid_droop *  0.800)) * (( 1.000 -  left_lid_closer) * ( 1.000 -  blink))))
    localvar upper_left_neutral
    %upper_left_neutral = (( 1.000 - ( left_lid_droop *  0.800)) * (( 1.000 -  left_lid_raiser) * (( 1.000 -  left_lid_closer) * ( 1.000 -  blink))))
    localvar upper_left_lowerer
    %upper_left_lowerer = ( left_lid_closer + ( blink * ( 1.000 -  left_lid_closer)))
    localvar lower_right_raiser
    %lower_right_raiser = ( right_lid_closer + ( blink * ( 0.500 * ( 1.000 -  right_lid_closer))))
    localvar lower_right_neutral
    %lower_right_neutral = (( 1.000 -  right_lid_closer) * (( 1.000 - ( 0.500 *  blink)) * (( 1.000 - ( right_lid_tightener *  0.500)) * ( 1.000 - ( right_cheek_raiser *  0.250)))))
    localvar lower_right_lowerer
    %lower_right_lowerer =  0.000
    localvar lower_left_raiser
    %lower_left_raiser = ( left_lid_closer + ( blink * ( 0.500 * ( 1.000 -  left_lid_closer))))
    localvar lower_left_neutral
    %lower_left_neutral = (( 1.000 -  left_lid_closer) * (( 1.000 - ( 0.500 *  blink)) * (( 1.000 - ( left_lid_tightener *  0.500)) * ( 1.000 - ( left_cheek_raiser *  0.250)))))
    localvar lower_left_lowerer
    %lower_left_lowerer =  0.000
    %AU1R = ( right_inner_raiser * (( 1.000 -  right_outer_raiser) * ( 1.000 -  right_lowerer)))
    %AU1L = ( left_inner_raiser * (( 1.000 -  left_outer_raiser) * ( 1.000 -  left_lowerer)))
    %AU2R = ( right_outer_raiser * (( 1.000 -  right_inner_raiser) * ( 1.000 -  right_lowerer)))
    %AU2L = ( left_outer_raiser * (( 1.000 -  left_inner_raiser) * ( 1.000 -  left_lowerer)))
    %AU1AU2R = ( right_inner_raiser * ( right_outer_raiser * ( 1.000 -  right_lowerer)))
    %AU1AU2L = ( left_inner_raiser * ( left_outer_raiser * ( 1.000 -  left_lowerer)))
    %AU4R =  right_lowerer
    %AU4L =  left_lowerer
    %AU6R =  right_cheek_raiser
    %AU6L =  left_cheek_raiser
    %AU9R =  wrinkler
    %AU9L =  wrinkler
    %AU38 =  dilator
    localvar right_open
    %right_open = ( smile + (( right_part * ( 1.000 -  smile)) + ( right_puckerer + ( right_funneler + (( right_upper_raiser *  0.500) + ( lower_lip *  0.500))))))
    localvar left_open
    %left_open = ( smile + (( left_part * ( 1.000 -  smile)) + ( left_puckerer + ( left_funneler + (( left_upper_raiser *  0.500) + ( lower_lip *  0.500))))))
    localvar right_lip_suppressor
    %right_lip_suppressor = (( 1.000 /  %right_open) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar left_lip_suppressor
    %left_lip_suppressor = (( 1.000 /  %left_open) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    %AU10R = ( right_upper_raiser * ( right_upper_raiser * ( 0.500 *  %right_lip_suppressor)))
    %AU10L = ( left_upper_raiser * ( left_upper_raiser * ( 0.500 *  %left_lip_suppressor)))
    %AU25R = ( right_part * (( right_part *  %right_lip_suppressor) * ( 1.000 -  smile)))
    %AU25L = ( left_part * (( left_part *  %left_lip_suppressor) * ( 1.000 -  smile)))
    %AU12AU25 = ( smile * ( smile * ( 0.500 * ( %right_lip_suppressor +  %left_lip_suppressor))))
    %AU18R = ( right_puckerer * ( right_puckerer *  %right_lip_suppressor))
    %AU18L = ( left_puckerer * ( left_puckerer *  %left_lip_suppressor))
    %AU22R = ( right_funneler * ( right_funneler *  %right_lip_suppressor))
    %AU22L = ( left_funneler * ( left_funneler *  %left_lip_suppressor))
    %AU17R = ( chin_raiser * (( 1.000 - ( jaw_drop *  0.500)) * (( 1.000 -  bite) * (( 1.000 - ( 0.600 * ( %AU25R + ( %AU18R +  %AU22R)))) * ( 1.000 -  smile)))))
    %AU17L = ( chin_raiser * (( 1.000 - ( jaw_drop *  0.500)) * (( 1.000 -  bite) * (( 1.000 - ( 0.600 * ( %AU25L + ( %AU18L +  %AU22L)))) * ( 1.000 -  smile)))))
    localvar right_depressor_suppressor
    %right_depressor_suppressor = (( 1.000 / (( %AU18R *  0.800) + (( %AU22R *  0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher +  right_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 - ( smile *  0.500))))
    localvar left_depressor_suppressor
    %left_depressor_suppressor = (( 1.000 / (( %AU18L *  0.800) + (( %AU22L *  0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher +  left_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 - ( smile *  0.500))))
    %AU15R = ( right_corner_depressor * ( right_corner_depressor *  %right_depressor_suppressor))
    %AU15L = ( left_corner_depressor * ( left_corner_depressor *  %left_depressor_suppressor))
    localvar right_corner_suppressor
    %right_corner_suppressor = (( 1.000 / (( %AU18R *  0.800) + (( %AU22R *  0.800) + ( %AU17R + ( bite + ( right_corner_puller + ( right_stretcher +  right_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 -  smile)))
    localvar left_corner_suppressor
    %left_corner_suppressor = (( 1.000 / (( %AU18L *  0.800) + (( %AU22L *  0.800) + ( %AU17L + ( bite + ( left_corner_puller + ( left_stretcher +  left_corner_depressor))))))) * (( 1.000 - ( jaw_drop *  0.500)) * ( 1.000 -  smile)))
    %AU12R = ( right_corner_puller * ( right_corner_puller *  %right_corner_suppressor))
    %AU12L = ( left_corner_puller * ( left_corner_puller *  %left_corner_suppressor))
    %AU20R = ( right_stretcher * ( right_stretcher *  %right_corner_suppressor))
    %AU20L = ( left_stretcher * ( left_stretcher *  %left_corner_suppressor))
    %AU32 =  bite
    %AU24 = ( presser + (( 1.000 -  presser) *  tightener))
    %AU31 = ( jaw_clencher * ( jaw_clencher / ( jaw_clencher +  jaw_drop)))
    localvar right_drop_suppressor
    %right_drop_suppressor = (( 1.000 / (( 0.500 *  %right_open) +  right_mouth_drop)) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar left_drop_suppressor
    %left_drop_suppressor = (( 1.000 / (( 0.500 *  %left_open) +  left_mouth_drop)) * (( 1.000 -  presser) * ( 1.000 -  bite)))
    localvar right_drop
    %right_drop = ( right_mouth_drop * ( right_mouth_drop *  %right_drop_suppressor))
    localvar left_drop
    %left_drop = ( left_mouth_drop * ( left_mouth_drop *  %left_drop_suppressor))
    %AU26R = ( jaw_drop * (( 1.000 -  %right_drop) * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU26L = ( jaw_drop * (( 1.000 -  %left_drop) * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU27R = ( jaw_drop * ( %right_drop * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU27L = ( jaw_drop * ( %left_drop * ( jaw_drop / ( jaw_clencher +  jaw_drop))))
    %AU16 = ( lower_lip * (( lower_lip * ( 0.250 * ( %right_lip_suppressor +  %left_lip_suppressor))) * ( 1.000 - ( 0.500 * ( %AU27R +  %AU27L)))))
    localvar mouth
    %mouth = (( %AU27R *  0.500) + (( %AU27L *  0.500) + (( %AU22R *  0.350) + (( %AU22L *  0.350) + (( %AU18R *  0.250) + (( %AU18L *  0.250) + (( %AU25R *  0.350) + (( %AU25L *  0.350) + (( %AU32 *  0.500) + ( %AU12AU25 + ((( %AU27R +  %AU27L) * ( 0.500 *  0.700)) + ( %AU16 *  0.400))))))))))))
}
$bodygroup "Gear" {
	blank
	studio "gear/pmc_gear.smd"
}
$bodygroup "Hats Slot 1" {
	blank
	studio "gear/pmc_beret.smd"
	studio "gear/pmc_bali.smd"
	studio "gear/pmc_hat.smd"
	studio "gear/pmc_gogs1.smd"
}
$bodygroup "Hats Slot 2" {
	blank
	studio "gear/pmc_bali.smd"
	studio "gear/pmc_hat.smd"
	studio "gear/pmc_gogs2.smd"
}
$bodygroup "Headgear" {
	blank
	studio "gear/pmc_hset.smd"
	studio "gear/pmc_hset2.smd"
}
$bodygroup "Helmet" {
	blank
	studio "gear/pmc_helm1.smd"
	studio "gear/pmc_helm2.smd"
}

$bodygroup "Visor" {
	blank
	studio "gear/pmc_visor1.smd"
	studio "gear/pmc_visor2.smd"
}
$bodygroup "Gasmask" {
	blank
	studio "gear/pmc_gas.smd"
}
$cdmaterials "models\PMC\PMC_1\"
$cdmaterials "models\PMC\PMC_Shared\"
$cdmaterials "models\Humans\Female\"
$cdmaterials "models\serc\pmc\f1\"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -1.250  -6.500  -3.190  8.250  3.500  3.310
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -2.750  -2.750  12.510  1.750  2.250
$hbox 4 "ValveBiped.Bip01_L_Forearm" 0.000  -2.190  -2.380  13.000  1.810  1.620
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.060  -2.000  -1.500  4.060  1.000  2.500
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.000  -2.250  12.390  2.000  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -2.200  -1.550  12.500  1.800  2.450
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.060  -2.000  -2.500  4.060  1.000  1.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -3.750  -3.250  17.850  3.750  3.250
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -5.500  -6.000  7.500  8.500  5.000
$hbox 2 "ValveBiped.Bip01_Spine2" -2.500  -2.500  -7.000  14.500  7.500  7.000
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.23 -3.49 0.12 rotate -0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.60 -5.50 0.00 rotate 0.00 -80.00 -90.00
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0.00 90.00 90.00
$attachment "forward" "ValveBiped.forward" -0.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$includemodel "m_anm.mdl"
$includemodel "m_gst.mdl"
$includemodel "m_pst.mdl"
$includemodel "m_shd.mdl"
$includemodel "m_ss.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
//$includemodel "serc/face-pmcs/shared_anims/pmc_adnims.mdl" //Not working.
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.637 36.000
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
// Custom anims;
/*
$sequence "ACT_CARD_HOLD" "anims\card_hold.smd" ACT_CARD_HOLD 1 fps 24.00
$sequence "ACT_CARD_SHUFF" "anims\card_shuffle.smd" ACT_CARD_SHUFF 1 fps 24.00
$sequence "ACT_PMC_READ" "anims\read_stand.smd" ACT_PMC_READ 1 fps 24.00
$sequence "ACT_PMC_READ_LBACK" "anims\read_back.smd" ACT_PMC_READ_LBACK 1 fps 24.00
$sequence "ACT_PMC_READ_LLEFT" "anims\read_left.smd" ACT_PMC_READ_LLEFT 1 fps 24.00
$sequence "ACT_PMC_READ_LRIGHT" "anims\read_right.smd" ACT_PMC_READ_LRIGHT 1 fps 24.00
$sequence "ACT_PMC_READ_SIT" "anims\read_sit.smd" ACT_PMC_READ_SIT 1 fps 24.00
$sequence "ACT_PMC_READ_KNEEL" "anims\read_kn.smd" ACT_PMC_READ_KNEEL 1 fps 24.00
$sequence "ACT_PMC_WRITE_LSTAND" "anims\write_stand.smd" ACT_PMC_WRITE_LSTAND 1 fps 24.00
$sequence "ACT_PMC_WRITE_LBACK" "anims\write_back.smd" ACT_PMC_WRITE_LBACK 1 fps 24.00
$sequence "ACT_PMC_WRITE_LLEFT" "anims\write_left.smd" ACT_PMC_WRITE_LLEFT 1 fps 24.00
$sequence "ACT_PMC_WRITE_LRIGHT" "anims\write_right.smd" ACT_PMC_WRITE_LRIGHT 1 fps 24.00
*/

$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000



Enjoy my horrible, just learnt QC file skills.

I don’t see anything obvious that jumps out at me as being a problem.

Do all your bodygroups use several separate materials each, do they each use a single separate material each, do they all use shared materials, or what? How do the bodygroups’ materials work?

That really doesn’t have any problems, the male variants were compiled with the same body groups and even more materials and still worked, I could try doing what I did for the main textures for the body groups but I don’t feel like it’ll make a difference.

Edit:
Just got back, commented out the bodygroups but still gives the same silly error.

You should consider cleaning up your QC at some point. That thing isn’t fun to read at all. Anyway, materials are VMT files – they’re what creates the actual single “material” used on the model (or brush). The material is basically a collection of the textures and parameters used to tell the engine what shaders and files are needed to properly render the model. The vtf files are textures which make up the material; they do not make a difference against the material count. What does matter is the default clothing, head, eyes, all of the additional gear, and so on. Try creating a separate QC that removes everything down to the bare minimum. Do you still have the same issue?

On a side note, it looks like your phymodel is going to cause some issues later. You use $collisionjoints but don’t have any constraints and all that fancy stuff. At the same time, you do include an additional ragdoll_qci file which may contain all of that. If it does contain that, then you shouldn’t need to define it twice (along with the possible additional ragdoll animation at the bottom).

By the way Seraconker. I figured out realistic constraints for the joints that I’ll post here. I used these with the ARS suit that I’m currently working on. So it will work for all humanoid models that use the basic T-Pose. These constraints will prevent the models from spawning all fucked up when you first spawn the ragdoll, and are based off of realistic ranges of human motion that I physically tested myself IRL before writing down.



HEAD
X: +10; -10
Y: +20; -20
Z: +15; -15

NECK_002
X: +5; -5
Y: +15; -15
Z: +10; -15

NECK_001
X: +5; -5
Y: +20; -20
Z: +5; -10

CLAVICLE R
X: +15; -15
Y: +25; -15
Z: +15; -20

CLAVICLE L
X: +15; -15
Y: +15; -25
Z: +15; -20

CLAVICLE R
X: +15; -15
Y: 15; -25
Z: +15; -20

UPPER ARM R
X: +70; -0
Y: +55; -0
Z: +75; -15

LOWER ARM R
X: +0; -0
Y: +125; -5
Z: +10; -10

UPPER ARM L
X: +0 ;-70
Y: +0; -55
Z: +75; -15

LOWER ARM L
X: +0; -0
Y: +5; -125
Z: +10; -10

HAND L
X: +45; -60
Y: +20; -15
Z: +80; -80

HAND R
X: +60; -45
Y: +15; -20
Z: +80; -80

LOWER TORSO
X: 15
Y: 20
Z: 15

UPPER TORSO
X: 15
Y: 20
Z: 15

UPPER LEG L
X: +90; -15
Y: +45; -15
Z: +85; -30

UPPER LEG R
X: +15; -90
Y: +15; -45
Z: +85; -30

LOWER LEG 
X: 0
Y: 15
Z: 0; -115

ANKLE L
X: +15; -60
Y: 15
Z: +15; -30

ANKLE R
X: +60; -15
Y: 15
Z: +15; -30

TOE
X:
Y:
Z: +45; -0

TAIL FLAP
X: 5
Y: 0
Z: +15; -60

PAULDRONS
X: 25
Y: 15
Z: 30


Ignore the tail flap and pauldrons. Aside from the two neck bones which I rigged because they were part of the Vanquish model, these constraints will apply to every ragdoll in source that uses the T-Pose stance. BTW if you see just a plain number with no plus/minus symbols, that means to do both the +/- constraints the same on that axis. I got lazy partway through. xD

As I said in my post above, I commented out the body groups and the such, just the base model and it still gave the same error, and on the matter of the QC, it’s only for my to read and I have no problems with it, on the note of what Kokurokok has handed me, my ragdolls are fine and have no problems when spawned and do not spaz out or anything of the matter, this also applies to the phys-model/collisionjoints, it’s causing me no problems so I have no need to remove it.

Open your .smd in notepad++ or something similar and post it here. (the smd that contains the geometry)

I’ve already scrubbed it my self, and I don’t with FP would be very happy about me doing that.

Not sure I understood that, but my point was that by looking in the smd you can see exactly how many materials are being used.

By that I mean I’ve already done that.
Frankly Face punch is my last resort for help, so most things in attempt to fix the former issue; I have tried, not to sound snotty, but I’ve tried most of the obvious options, and yes, I’ve re-exported the SMD several times, combed it several times and failed every time, I’m posting this because I’ve done everything I know of, and it’s my fault for not listing what I have and have not done already, but I did mention that I combed through the SMD file looking for stray materials that don’t exist and the such.

Yes, I know this is a bump, but I fixed the problem.

Even though I scaled the mesh in edit mode, in Blender, for some reason it didn’t apply the changes, something weird happened with the SMD exporter plugin meaning it got confused or something.

So I noticed I could import QC files into Blender and that’s how I figured the above out, and guess what, apply the scale and transform properties with CTRL+A fixes this.

So if anyone is as stupid as me; apply the transform and scale and try again.