[L4D2] Crashing with custom model

http://filesmelt.com/dl/Dwm_2011-03-20_17-54-12-421.jpg

Here’s a look at what I’m working with.

I’m trying to port a ragdoll from GMod over to L4D2. I have all the bones positioned and assigned, the only problem is my model is made of multiple objects, not one continuous mesh, like say… Nick. But yeah, I got rid of the forward and attachment bones, kept the original weights and any time I try to load this up in L4D2 I crash, no message. Any idea what I missed? Also, how can I turn on/find log files?

Well, you need to make it one continuous mesh, first. I’m surprised you managed to export it to SMD…

Alright, how do I do that? “Group” doesn’t seem to do it, maybe convert to editable mesh?

[editline]22nd March 2011[/editline]

Never mind, I merged everything into one mesh and I got the model in game t-posing with weird. flickery textures. But as soon as I replace the animations ($includemodel lines) with Nick’s, that’s when I crash.

You can’t use “group.” You MUST attach (via editable mesh pane) all the parts together, weld the overlapping vertexes (xview -> Overlapping vertices), and then apply the skin modifier to it, then export as SMD.

Post your entire QC file.

Is your skeleton position on your ragdoll|idle whatever different than in the original nick model? If yes they might be conflicting which leads to your crash.

When I try to attach the gasmask to the body, it becomes all rough and polygonal. Keep in mind I did hack the head off Kane and paste it onto Lynch’s body.

http://filesmelt.com/dl/Dwm_2011-03-23_02-43-53-90.jpg

Here’s the QC.

I just noticed the extra glasses models in the qc. Don’t need those, lol. I can just delete those lines and it’ll be fine, right?



$cd "C:\Users\Rain\Desktop\KaneR"
$modelname "survivors\survivor_gambler.mdl"
$model "kane" "kane.smd" {
//-doesn't work     eyeball righteye ValveBiped.Bip01_Head1 -1.260 -3.645 72.759 eyeball_r 1.000  4.000 lynch_pupil_r 0.630
//-doesn't work     eyeball lefteye ValveBiped.Bip01_Head1 1.260 -3.645 72.759 eyeball_l 1.000  -4.000 lynch_pupil_l 0.630
}
$model "glasses" "glasses.smd"
$model "glasses" "UnknownModelName.smd"
$cdmaterials "models\survivors\gambler\"
$texturegroup skinfamilies
{
	{"lynch_hands.vmt"
 "lynch_suit.vmt"
 "lynch_hair.vmt"
 "lynch_eyeball_r.vmt"
 "lynch_eyeball_l.vmt"
 "lynch_head.vmt"
}
 	{"lynch_hands.vmt"
 "Lynch_suit_dirty.vmt"
 "lynch_hair.vmt"
 "lynch_eyeball_r.vmt"
 "lynch_eyeball_l.vmt"
 "lynch_head.vmt"
}
 }
// Model uses material "lynch_hands.vmt"
// Model uses material "lynch_suit.vmt"
// Model uses material "lynch_hair.vmt"
// Model uses material "lynch_eyeball_r.vmt"
// Model uses material "lynch_eyeball_l.vmt"
// Model uses material "lynch_head.vmt"
// Model uses material "lynch_pupil_r.vmt"
// Model uses material "glint.vmt"
// Model uses material "lynch_pupil_l.vmt"
// Model uses material "glasses_lens.vmt"
// Model uses material "Lynch_suit_dirty.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.50 -3.98 -0.10 rotate -0.00 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 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 "survivors/anim_mechanic.mdl"
$includemodel "survivors/anim_gestures.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.637 35.954
$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 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -10.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -90.00 45.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -10.00 115.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -10.00 15.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -90.00 45.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -10.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -5.00 5.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -10.00 115.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -20.00 20.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -140.00 110.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -110.00 140.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -150.00 5.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -26.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -60.00 80.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00
	$animatedfriction 1.000 400.000 0.500 0.000 0.300
}


For the head issue, select element, click the head, and then use auto smooth under the editable mesh pane to fix the normals (you may have to adjust the boundary to iron out some polys, but it should fix most of it. Don’t forget to weld the vertices, too.

Your QC looks odd to me. Did you use the QC generated from the decompiled nick or the decompiled pyro? You should use the decompiled nick QC, export the pyro model as “survivor_gambler_merged” and use that QC data.

Holy crap… instant fix with the smoothing. o__o
Thanks!

Aaaand when I try to compile, I get “ikclip too close to root”. Not sure if that has to do with Nick or my model. : /

After assigning the bones, I FINALLY got my survivor moving correctly. You have no idea what a relief that is. Lol.

Anyway, now I just need to polish off a few things.

http://cloud.steampowered.com/ugc/558652148355033572/9AA7DE9A0DD013BC4A60AC9FBC72DE15DAEEF84C/

http://cloud.steampowered.com/ugc/558652148355034420/44A21D6BDC3D6067ECE4104B25F0A91FB5F59F4C/

As you can see, when Claus holds the nightstick he looks fine, when he holds a gun the tie disappears? I’m assuming I haven’t set the weights right. The messed up fingers are just because I didn’t take the time to line up their bones yet.