Can somebody compile this Silent Hill model? Studiomdl sucks

i can’t get studiomdl to work-

says bad command $model and I tried to download wonderboys’ GUI version but that keeps giving me problems about the gameinfo and gameconfig.txt and is just frickin annoying

I wish someone would make a standalone program so i dont have to mess with steam

This model is a Silent Hill char that has the female_01 valve skeleton thrown in it and it’s been rescaled- if it does compile it’ll probably end up wonky anyways- I just kept all the other original reference smds in there from the female_01 model too

http://rapidshare.com/files/426095617/Compile_Heather.7z

thats the link

included is the milkshape .ms3d files and all the textures if you want to play with it

Lemme know if you compile it so I can give you my email or put it on rapidshare or something

Try this QC instead. Unsure why you use the female01’s flees though.

ok will try thx

[editline]21st October 2010[/editline]

whoops thx for the qc- it did compile but didnt work ofcourse

Dur I used the female_01 model because i thought that was the citizen model

I tried it again but decided to use the alyx.mdl

This is the qc:

$cd “C:\Documents and Settings\Owner\Desktop\Compile Heather”
$modelname “alyx.mdl”
$model “alyx.mdl” “Heather Morris.smd” {
flexfile “mdldecompiler_expressions.vta” {
flex “AU42” frame 5
flexpair “AU1” 1.0 frame 6
flexpair “AU2” 1.0 frame 7
flexpair “AU4” 1.0 frame 8
flexpair “AU1AU2” 1.0 frame 9
flexpair “AU12” 1.0 frame 10
flex “AU12AU25” frame 11
flexpair “AU15” 1.0 frame 12
flexpair “AU17” 1.0 frame 13
flexpair “AU10” 1.0 frame 14
flex “AU16” frame 15
flexpair “AU6” 1.0 frame 16
flexpair “AU9” 1.0 frame 17
flexpair “AU25” 1.0 frame 18
flexpair “AU18” 1.0 frame 19
flexpair “AU22” 1.0 frame 20
flexpair “AU20” 1.0 frame 21
flex “AU32” frame 22
flex “AU24” frame 23
flex “AU38” frame 24
flex “AU31” frame 25
flexpair “AU26” 1.0 frame 26
flexpair “AU27” 1.0 frame 27
flexpair “AU26Z” 1.0 frame 28

 // If you uncomment the following lines the eyes will be closed
 // I'm including it anyway in case anyone wants to experiment
 // eyelid  upper_right "mdldecompiler_expressions.vta" lowerer 1 
 // If you uncomment the following lines the eyes will be closed
 // I'm including it anyway in case anyone wants to experiment
 // eyelid  upper_left "mdldecompiler_expressions.vta" lowerer 3 -
 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" -30.000 30.000
 flexcontroller head head_updown "range" -15.000 15.000
 flexcontroller head head_tilt "range" -15.000 15.000
 flexcontroller eyes eyes_updown "range" -15.000 15.000
 flexcontroller eyes eyes_rightleft "range" -30.000 30.000
 flexcontroller body body_rightleft "range" -30.000 30.000
 flexcontroller chest chest_rightleft "range" -30.000 30.000
 flexcontroller head head_forwardback "range" -0.200 0.200
 flexcontroller gesture gesture_updown "range" -1.000 1.000
 flexcontroller gesture gesture_rightleft "range" -1.000 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 + ( %AU16 * 0.400)))))))))))
    }

$cdmaterials “models\models\heathermorris”

$hboxset “default”
$hbox 0 “ValveBiped.Bip01_Pelvis” -6.754 -6.218 -5.458 6.754 8.278

3.841
$hbox 0 “ValveBiped.Bip01_L_Thigh” -4.637 -3.771 -4.750 19.691

5.475 3.066
$hbox 0 “ValveBiped.Bip01_L_Calf” -2.453 -3.776 -3.167 19.090 2.857

3.069
$hbox 0 “ValveBiped.Bip01_L_Foot” -2.258 -3.651 -2.152 9.782 4.300

2.641
$hbox 0 “ValveBiped.Bip01_L_Toe0” -2.131 -2.303 -1.810 3.357 1.361

2.183
$hbox 0 “ValveBiped.Bip01_R_Thigh” -4.637 -3.771 -3.066 19.691

5.475 4.750
$hbox 0 “ValveBiped.Bip01_R_Calf” -2.453 -3.776 -3.069 19.090 2.857

3.167
$hbox 0 “ValveBiped.Bip01_R_Foot” -2.253 -3.650 -2.617 9.783 4.302

2.544
$hbox 0 “ValveBiped.Bip01_R_Toe0” -2.136 -2.380 -2.134 3.348 1.494

1.911
$hbox 0 “ValveBiped.Bip01_Spine” -4.952 -2.456 -6.167 7.771 5.624

6.167
$hbox 0 “ValveBiped.Bip01_Spine1” -3.921 -2.371 -5.664 7.813 6.514

5.664
$hbox 0 “ValveBiped.Bip01_Spine2” -4.567 -2.770 -5.957 9.678 6.549

5.957
$hbox 0 “ValveBiped.Bip01_Spine4” -1.397 -2.288 -4.586 4.481 5.578

4.586
$hbox 0 “ValveBiped.Bip01_Neck1” -2.538 -3.926 -3.873 2.970 2.237

3.873
$hbox 0 “ValveBiped.Bip01_Head1” -2.951 -4.979 -4.219 8.009 4.278

4.219
$hbox 0 “ValveBiped.Bip01_L_Clavicle” -1.174 -5.052 -4.087 8.875

1.446 2.830
$hbox 0 “ValveBiped.Bip01_L_UpperArm” -1.512 -2.486 -3.343 11.920

2.839 2.155
$hbox 0 “ValveBiped.Bip01_L_Forearm” -0.425 -1.441 -1.463 12.234

1.850 1.683
$hbox 0 “ValveBiped.Bip01_L_Hand” -0.575 -1.712 -1.562 4.562 1.006

1.513
$hbox 0 “ValveBiped.Bip01_L_Finger2” 0.000 -0.667 -1.581 2.038

0.584 0.405
$hbox 0 “ValveBiped.Bip01_L_Finger21” -0.240 -0.847 -1.334 1.344

0.245 0.405
$hbox 0 “ValveBiped.Bip01_L_Finger0” 0.000 -0.204 -0.867 1.659

0.921 0.764
$hbox 0 “ValveBiped.Bip01_L_Finger01” -0.179 -0.248 -0.621 1.241

0.932 0.764
$hbox 0 “ValveBiped.Bip01_R_Clavicle” -0.583 -5.297 -2.943 8.875

1.448 3.895
$hbox 0 “ValveBiped.Bip01_R_UpperArm” -1.512 -2.486 -2.156 11.920

2.839 3.343
$hbox 0 “ValveBiped.Bip01_R_Forearm” -0.425 -1.441 -1.683 12.234

1.850 1.463
$hbox 0 “ValveBiped.Bip01_R_Hand” -0.575 -1.878 -1.510 4.562 1.006

1.562
$hbox 0 “ValveBiped.Bip01_R_Finger2” 0.000 -0.658 -0.404 2.038

0.584 1.583
$hbox 0 “ValveBiped.Bip01_R_Finger21” -0.245 -0.839 -0.404 1.344

0.244 1.338
$hbox 0 “ValveBiped.Bip01_R_Finger0” 0.000 -0.201 -0.760 1.659

0.927 0.867
$hbox 0 “ValveBiped.Bip01_R_Finger01” -0.181 -0.241 -0.760 1.238

0.937 0.626
$hbox 0 “ValveBiped.Bip01_L_Bust” 0.000 -2.292 -3.755 6.585 3.494

2.075
$hbox 0 “ValveBiped.Bip01_R_Bust” 0.000 -2.292 -2.075 6.585 3.494

3.275
// Model uses material “26831430.vtf”
// Model uses material “26831432.vtf”
// Model uses material “58270901.vtf”
// Model uses material “58270901.vmt”
// Model uses material “26831430.vmt”
// Model uses material “26831432.vmt”
// Model uses material “47357852.vmt”
// Model uses material “47357852.vtf”
$attachment “eyes” “ValveBiped.Bip01_Head1” 2.76 -3.05 -0.00 rotate

0.00 -80.10 -90.00
$attachment “lefteye” “ValveBiped.Bip01_Head1” 2.81 -3.89 -1.32 rotate

0.00 -80.10 -90.00
$attachment “righteye” “ValveBiped.Bip01_Head1” 2.81 -3.89 1.30 rotate

0.00 -80.10 -90.00
$attachment “nose” “ValveBiped.Bip01_Head1” 1.70 -5.30 -0.00 rotate

0.00 -80.00 -90.00
$attachment “mouth” “ValveBiped.Bip01_Head1” 0.20 -4.90 -0.00 rotate

0.00 -80.00 -90.00
$attachment “amulet” “ValveBiped.Bip01_Spine4” 0.30 5.00 -0.00 rotate

-0.00 90.00 90.00
$attachment “chest” “ValveBiped.Bip01_Spine4” -4.00 4.00 -0.00 rotate

-0.00 83.00 90.00
$attachment “hips” “ValveBiped.Bip01_Pelvis” 0.00 -0.00 -0.00 rotate -

90.00 -90.00 0.00
$attachment “lefthand” “ValveBiped.Bip01_L_Hand” 3.50 -0.50 -0.00

rotate 0.00 -0.00 0.00
$attachment “righthand” “ValveBiped.Bip01_R_Hand” 3.50 -0.50 -0.00

rotate -0.00 -0.00 0.00
$attachment “pouch1” “ValveBiped.Bip01_Pelvis” 5.50 1.00 2.00 rotate -

90.00 -90.00 0.00
$attachment “pouch2” “ValveBiped.Bip01_Pelvis” 6.50 0.50 -2.00 rotate

-90.00 -90.00 0.00
$attachment “physgun_attachment” “ValveBiped.physgun_attachment” 0.00

-0.00 0.00 rotate -90.00 -90.00 0.00
$attachment “emp” “ValveBiped.Anim_Attachment_RH” 0.00 -0.00 5.00

rotate -90.00 -90.00 0.00
$attachment “Emp_Holster” “ValveBiped.Bip01_Pelvis” -6.44 2.22 -1.95

rotate -1.37 -103.07 90.28
$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
$includemodel “alyx_animations.mdl”
$includemodel “alyx_postures.mdl”
$includemodel “alyx_gestures.mdl”
$includemodel “humans/female_shared.mdl”
$includemodel “humans/female_ss.mdl”
$surfaceprop “flesh”
$eyeposition 0.000 0.000 70.000
$illumposition 1.280 0.006 33.823
$sequence ragdoll “ragdoll” ACT_DIERAGDOLL 1 fps 30.00
$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
$collisionjoints “phymodel.smd” {

$mass 60.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"

$jointconstrain "valvebiped.bip01_spine1" x limit 0.00 0.00 

0.00
$jointconstrain “valvebiped.bip01_spine1” y limit 0.00 0.00

0.00
$jointconstrain “valvebiped.bip01_spine1” z limit 0.00 0.00

0.00

$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 

0.20
$jointconstrain “valvebiped.bip01_spine2” y limit -25.00 25.00

0.20
$jointconstrain “valvebiped.bip01_spine2” z limit -25.00 50.00

0.20

$jointconstrain "valvebiped.bip01_r_upperarm" x limit -30.00 

30.00 0.00
$jointconstrain “valvebiped.bip01_r_upperarm” y limit -90.00

90.00 0.00
$jointconstrain “valvebiped.bip01_r_upperarm” z limit -90.00

25.00 0.00

$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 

0.20
$jointconstrain “valvebiped.bip01_r_forearm” y limit 0.00 0.00

0.20
$jointconstrain “valvebiped.bip01_r_forearm” z limit -149.00

4.00 0.20

$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 

30.00 0.20
$jointconstrain “valvebiped.bip01_l_upperarm” y limit -90.00

90.00 0.20
$jointconstrain “valvebiped.bip01_l_upperarm” z limit -90.00

25.00 0.20

$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 

0.20
$jointconstrain “valvebiped.bip01_l_forearm” y limit 0.00 0.00

0.20
$jointconstrain “valvebiped.bip01_l_forearm” z limit -149.00

4.00 0.20

$jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 

0.20
$jointconstrain “valvebiped.bip01_l_hand” y limit 0.00 0.00

0.20
$jointconstrain “valvebiped.bip01_l_hand” z limit -57.00 59.00

0.20

$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 

0.20
$jointconstrain “valvebiped.bip01_head1” y limit -25.00 25.00

0.20
$jointconstrain “valvebiped.bip01_head1” z limit -30.00 30.00

0.20

$jointmassbias "valvebiped.bip01_r_bust" 0.40
$jointinertia "valvebiped.bip01_r_bust" 5.00
$jointrotdamping "valvebiped.bip01_r_bust" 5.00
$jointconstrain "valvebiped.bip01_r_bust" x limit -15.00 15.00 

0.00
$jointconstrain “valvebiped.bip01_r_bust” y limit -15.00 15.00

0.00
$jointconstrain “valvebiped.bip01_r_bust” z limit -15.00 15.00

0.00

$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 

0.20
$jointconstrain “valvebiped.bip01_r_hand” y limit 0.00 0.00

0.00
$jointconstrain “valvebiped.bip01_r_hand” z limit -57.00 70.00

0.20

$jointconstrain "valvebiped.bip01_r_thigh" x limit -10.00 10.00 

0.20
$jointconstrain “valvebiped.bip01_r_thigh” y limit -30.00 70.00

0.20
$jointconstrain “valvebiped.bip01_r_thigh” z limit -90.00 30.00

0.20

$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 

0.20
$jointconstrain “valvebiped.bip01_r_calf” y limit 0.00 0.00

0.20
$jointconstrain “valvebiped.bip01_r_calf” z limit -12.00 126.00

0.20

$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 

0.00
$jointconstrain “valvebiped.bip01_r_foot” y limit -25.00 6.00

0.20
$jointconstrain “valvebiped.bip01_r_foot” z limit -15.00 35.00

0.20

$jointconstrain "valvebiped.bip01_l_thigh" x limit -10.00 10.00 

0.20
$jointconstrain “valvebiped.bip01_l_thigh” y limit -70.00 30.00

0.20
$jointconstrain “valvebiped.bip01_l_thigh” z limit -90.00 30.00

0.20

$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 

0.20
$jointconstrain “valvebiped.bip01_l_calf” y limit 0.00 0.00

0.20
$jointconstrain “valvebiped.bip01_l_calf” z limit -12.00 126.00

0.20

$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 

0.00
$jointconstrain “valvebiped.bip01_l_foot” y limit -19.00 19.00

0.20
$jointconstrain “valvebiped.bip01_l_foot” z limit -15.00 35.00

0.20

$jointmassbias "valvebiped.bip01_l_bust" 0.40
$jointinertia "valvebiped.bip01_l_bust" 5.00
$jointrotdamping "valvebiped.bip01_l_bust" 5.00
$jointconstrain "valvebiped.bip01_l_bust" x limit -15.00 15.00 

0.00
$jointconstrain “valvebiped.bip01_l_bust” y limit -15.00 15.00

0.00
$jointconstrain “valvebiped.bip01_l_bust” z limit -15.00 15.00

0.00
}

It keeps giving me $cdmaterials error but I dont know why

the textures are all in my Desktop\Compile Heather folder

I’m a noob when it comes to this because all i’ve ever done is reskins

[editline]21st October 2010[/editline]

oh and the error is ERROR: c:\documents and settings\owner\desktop\compile heather\mdldecompiler.qc(182): - unknown model option “$cdmaterials”

Plus post your QC either on pastebin or enclose it in [code][/code] brackets. It’s impossible to make heads or tails of this.
Also that error means you forgot a closing } somewhere.

thats the link - sry bout that

Try this though i have doubts it will work as intended.
http://pastebin.com/ux21agfi

well it compiled but the model doesn’t show up

er its invisible

no pink and black even

re-export the ragdoll and compile to a new name. a bad ragdoll is the most likely cause. Sometimes happens.

Sound more like a texture error to me.

[editline]23rd October 2010[/editline]

As in an incorrectly named texture or an incorrectly specified texture by the model/QC.

I tried to re export the ragdoll and compile it but now it’s just showing up as a big fat ERROR

no pink and black

also looking at the compiler - i guess theres some joint problems with the valve skeleton i used from the alyx model

would that cause the error and no pink and black?