Model Compiling and Viewing

Hey guys.

So I’ve recently started getting into working with headhacks. Link below to show a semi finished one.

Now, while I’ve had no trouble with getting this compiled or anything, the problem I’m having is once it’s been compiled, I dont know what to do. Below is a screencap showing all the files I had after I compiled it.

So what I need help with is getting it into the model viewer and Gmod. All help is appreciated!

Thanks!

Jimmies.

Here’s a good compiling tutorial.

Once you’ve compiled a QC you should have a .mdl, 2 .dx.vtx files, and .vvd. (and a .phy if you have $collisionmodel). To preview an MDL file use HLMV.

I just compiled into an empty folder that had the QC in it and nothing happened. Help?

[editline]1st October 2013[/editline]

Here’s the QC I’m compiling if that helps.
$cd “C:\Users\Administrator\Desktop\Headhack”
$modelname “Ninja\BF3\US_Singleplayer_Generic1.mdl”
$model “Assault” “Matkovic_Head.smd” {
flexfile “mdldecompiler_expressions.vta” {
flexpair “blink” 1.0 frame 1
flexpair “eyelid_droop” 1.0 frame 2
flexpair “eyelid_lower_up” 1.0 frame 3
flexpair “eyelid_upper_up” 1.0 frame 4
flexpair “eyelid_wide” 1.0 frame 5
flexpair “eyebrow_up” 1.0 frame 6
flexpair “eyebrow_down” 1.0 frame 7
flexpair “eyebrow_outer_down” 1.0 frame 8
flexpair “eyebrow_outer_up” 1.0 frame 9
flexpair “smile” 1.0 frame 10
flexpair “smirk” 1.0 frame 11
flexpair “sad” 1.0 frame 12
flexpair “stretch” 1.0 frame 13
flexpair “mouth_part” 1.0 frame 14
flexpair “mouth_pucker” 1.0 frame 15
flexpair “sniff” 1.0 frame 16
flexpair “cheek_up” 1.0 frame 17
flexpair “mouth_open_lower” 1.0 frame 18
flexpair “mouth_open_upper” 1.0 frame 19
flex “jaw_down” frame 20
flex “jaw_down_closed” frame 21
flex “cheek_blow” frame 22
flex “cheek_suck” frame 23
flex “mouth_left” frame 24
flex “mouth_right” frame 25
flex “sphere” frame 26
flex “relax” frame 27
flex “derp” frame 28
}
eyeball righteye ValveBiped.Bip01_Head1 -1.250 -2.847 68.084 eyeball_r 1.000 4.000 matkovic_head_d 0.600
eyeball lefteye ValveBiped.Bip01_Head1 1.250 -2.847 68.084 eyeball_l 1.000 -4.000 matkovic_head_d 0.600
// 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 32 -1.000000 neutral 32 0.000000 raiser 32 1.000000 split 0.1 eyeball righteye
// eyelid lower_right “mdldecompiler_expressions.vta” lowerer 32 -1.000000 neutral 32 0.000000 raiser 32 1.000000 split 0.1 eyeball righteye
// 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 32 -1.000000 neutral 32 0.000000 raiser 32 1.000000 split -0.1 eyeball lefteye
// eyelid lower_left “mdldecompiler_expressions.vta” lowerer 32 -1.000000 neutral 32 0.000000 raiser 32 1.000000 split -0.1 eyeball lefteye
flexcontroller phoneme blink_right “range” 0.000 1.000
flexcontroller phoneme blink_left “range” 0.000 1.000
flexcontroller phoneme eyelid_droop_right “range” 0.000 1.000
flexcontroller phoneme eyelid_droop_left “range” 0.000 1.000
flexcontroller phoneme eyelid_lower_up_right “range” 0.000 1.000
flexcontroller phoneme eyelid_lower_up_left “range” 0.000 1.000
flexcontroller phoneme eyelid_upper_up_right “range” 0.000 1.000
flexcontroller phoneme eyelid_upper_up_left “range” 0.000 1.000
flexcontroller phoneme eyelid_wide_right “range” 0.000 1.000
flexcontroller phoneme eyelid_wide_left “range” 0.000 1.000
flexcontroller phoneme eyebrow_up_right “range” 0.000 1.000
flexcontroller phoneme eyebrow_up_left “range” 0.000 1.000
flexcontroller phoneme eyebrow_down_right “range” 0.000 1.000
flexcontroller phoneme eyebrow_down_left “range” 0.000 1.000
flexcontroller phoneme eyebrow_outer_down_right “range” 0.000 1.000
flexcontroller phoneme eyebrow_outer_down_left “range” 0.000 1.000
flexcontroller phoneme eyebrow_outer_up_right “range” 0.000 1.000
flexcontroller phoneme eyebrow_outer_up_left “range” 0.000 1.000
flexcontroller phoneme smile_right “range” 0.000 1.000
flexcontroller phoneme smile_left “range” 0.000 1.000
flexcontroller phoneme smirk_right “range” 0.000 1.000
flexcontroller phoneme smirk_left “range” 0.000 1.000
flexcontroller phoneme sad_right “range” 0.000 1.000
flexcontroller phoneme sad_left “range” 0.000 1.000
flexcontroller phoneme stretch_right “range” 0.000 1.000
flexcontroller phoneme stretch_left “range” 0.000 1.000
flexcontroller phoneme mouth_part_right “range” 0.000 1.000
flexcontroller phoneme mouth_part_left “range” 0.000 1.000
flexcontroller phoneme mouth_pucker_right “range” 0.000 1.000
flexcontroller phoneme mouth_pucker_left “range” 0.000 1.000
flexcontroller phoneme sniff_right “range” 0.000 1.000
flexcontroller phoneme sniff_left “range” 0.000 1.000
flexcontroller phoneme cheek_up_right “range” 0.000 1.000
flexcontroller phoneme cheek_up_left “range” 0.000 1.000
flexcontroller phoneme mouth_open_lower_right “range” 0.000 1.000
flexcontroller phoneme mouth_open_lower_left “range” 0.000 1.000
flexcontroller phoneme mouth_open_upper_right “range” 0.000 1.000
flexcontroller phoneme mouth_open_upper_left “range” 0.000 1.000
flexcontroller phoneme jaw_down “range” 0.000 1.000
flexcontroller phoneme jaw_down_closed “range” 0.000 1.000
flexcontroller phoneme cheek_blow “range” 0.000 1.000
flexcontroller phoneme cheek_suck “range” 0.000 1.000
flexcontroller phoneme mouth_left “range” 0.000 1.000
flexcontroller phoneme mouth_right “range” 0.000 1.000
flexcontroller phoneme sphere “range” 0.000 1.000
flexcontroller phoneme relax “range” 0.000 1.000
flexcontroller phoneme derp “range” 0.000 1.000
flexcontroller eyes eyes_updown “range” -65.000 65.000
flexcontroller eyes eyes_rightleft “range” -65.000 65.000
%blinkL = blink_left
%blinkR = blink_right
%eyelid_droopL = eyelid_droop_left
%eyelid_droopR = eyelid_droop_right
%eyelid_lower_upL = eyelid_lower_up_left
%eyelid_lower_upR = eyelid_lower_up_right
%eyelid_upper_upL = eyelid_upper_up_left
%eyelid_upper_upR = eyelid_upper_up_right
%eyelid_wideL = eyelid_wide_left
%eyelid_wideR = eyelid_wide_right
%eyebrow_upL = eyebrow_up_left
%eyebrow_upR = eyebrow_up_right
%eyebrow_downL = eyebrow_down_left
%eyebrow_downR = eyebrow_down_right
%eyebrow_outer_downL = eyebrow_outer_down_left
%eyebrow_outer_downR = eyebrow_outer_down_right
%eyebrow_outer_upL = eyebrow_outer_up_left
%eyebrow_outer_upR = eyebrow_outer_up_right
%smileL = smile_left
%smileR = smile_right
%smirkL = smirk_left
%smirkR = smirk_right
%sadL = sad_left
%sadR = sad_right
%stretchL = stretch_left
%stretchR = stretch_right
%mouth_partL = mouth_part_left
%mouth_partR = mouth_part_right
%mouth_puckerL = mouth_pucker_left
%mouth_puckerR = mouth_pucker_right
%sniffL = sniff_left
%sniffR = sniff_right
%cheek_upL = cheek_up_left
%cheek_upR = cheek_up_right
%mouth_open_lowerL = mouth_open_lower_left
%mouth_open_lowerR = mouth_open_lower_right
%mouth_open_upperL = mouth_open_upper_left
%mouth_open_upperR = mouth_open_upper_right
%jaw_down = jaw_down
%jaw_down_closed = jaw_down_closed
%cheek_blow = cheek_blow
%cheek_suck = cheek_suck
%mouth_left = mouth_left
%mouth_right = mouth_right
%sphere = sphere
%relax = relax
%derp = derp
}
$model “Helmet” “matkovic_Helmet.smd”
$model “Helmet” “matkovic_Helmet2.smd”
$model “Helmet” “matkovic_Helmet3.smd”
$model “Helmet” “matkovic_Helmet4.smd”
$model “Helmet” “matkovic_Helmet5.smd”
$model “Helmet” “matkovic_Helmet6.smd”
$model “Helmet” “matkovic_Helmet7.smd”
$model “Helmet” “UnknownModelName.smd”
$model “Gear” “campo_gear.smd”
$model “Gear” “brady_gear.smd”
$model “Gear” “UnknownModelName.smd”
$model “Belt” “chaffin_Belt.smd”
$model “Belt” “campo_Belt.smd”
$model “Belt” “UnknownModelName.smd”
$model “Torso” “campo_torso.smd”
$model “Torso” “brady_torso.smd”
$model “Legs” “campo_Legs.smd”
$model “Legs” “campo_Legs1.smd”
$model “Legs” “chaffin_Legs.smd”
$model “Legs” “Brady_Legs.smd”
$cdmaterials “models\Ninja\BF3\US_Matkovic”
$cdmaterials “models\Ninja\BF3\US_Montes”
$cdmaterials “models\Ninja\BF3\US_Campo”
$cdmaterials “models\Ninja\BF3\US_Singleplayer”
$texturegroup skinfamilies
{
{“matkovic_head_d.vmt”
“matkovic_mouth_d.vmt”
“Eyeball_l.vmt”
“Eyeball_r.vmt”
“sunglasses_d.vmt”
}
{“matkovic_head_dirty.vmt”
“matkovic_mouth_d.vmt”
“Eyeball_l.vmt”
“Eyeball_r.vmt”
“sunglasses_d.vmt”
}
{“Montes_head_d.vmt”
“matkovic_mouth_d.vmt”
“Eyeball_l.vmt”
“Eyeball_r.vmt”
“sunglasses_d.vmt”
}
{“Montes_head_dirty.vmt”
“matkovic_mouth_d.vmt”
“Eyeball_l.vmt”
“Eyeball_r.vmt”
“sunglasses_d.vmt”
}
{“campo_head_d.vmt”
“matkovic_mouth_d.vmt”
“Eyeball_l.vmt”
“Eyeball_r.vmt”
“sunglasses_d.vmt”
}
{“campo_head_dirty.vmt”
“matkovic_mouth_d.vmt”
“Eyeball_l.vmt”
“Eyeball_r.vmt”
“sunglasses_d.vmt”
}
}
$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
// Model uses material “matkovic_head_d.vmt”
// Model uses material “matkovic_mouth_d.vmt”
// Model uses material “Eyeball_l.vmt”
// Model uses material “Eyeball_r.vmt”
// Model uses material “sunglasses_d.vmt”
// Model uses material “SP_Support_Helmet_nodetail.vmt”
// Model uses material “SP_Support_Helmet.vmt”
// Model uses material “SP_Support_Helmet_nodetail.vmt”
// Model uses material “SP_Support_Helmet.vmt”
// Model uses material “cole_helmet_nodetail.vmt”
// Model uses material “SP_Assault_Torso.vmt”
// Model uses material “SP_Assault_Torso_nodetail.vmt”
// Model uses material “cable_d.vmt”
// Model uses material “SP_Recon_Torso_Nodetail.vmt”
// Model uses material “SP_Recon_Torso.vmt”
// Model uses material “us_recon_torso_nodetail.vmt”
// Model uses material “SP_Engineer_Pants.vmt”
// Model uses material “SP_Support_Pants.vmt”
// Model uses material “SP_Assault_Pants.vmt”
// Model uses material “SP_Assault_Pants_Nodetail.vmt”
// Model uses material “SP_Support_Pants_Nodetail.vmt”
// Model uses material “SP_Recon_Pants.vmt”
// Model uses material “SP_Recon_Pants_Nodetail.vmt”
// Model uses material “matkovic_head_dirty.vmt”
// Model uses material “Montes_head_d.vmt”
// Model uses material “Montes_head_dirty.vmt”
// Model uses material “campo_head_d.vmt”
// Model uses material “campo_head_dirty.vmt”
$attachment “eyes” “ValveBiped.Bip01_Head1” 3.67 -4.32 0.00 rotate 0.00 -80.10 -90.00
$attachment “mouth” “ValveBiped.Bip01_Head1” 1.00 -6.50 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_head” “ValveBiped.Bip01_Head1” 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$surfaceprop “flesh”
$illumposition -0.173 4.398 34.618
$sequence ragdoll “ragdoll” ACT_DIERAGDOLL 1 fps 30.00
$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 -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -55.00 90.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -140.00 140.00 0.00

$jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00

$jointconstrain "valvebiped.bip01_r_thigh" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -90.00 55.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -140.00 140.00 0.00

$jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00

$jointconstrain "valvebiped.bip01_r_foot" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00

$jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -65.00 95.00 0.00

$jointconstrain "valvebiped.bip01_l_clavicle" x limit -28.00 19.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -16.00 26.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" z limit -10.00 46.00 0.00

$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 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 -140.00 30.00 0.00

$jointconstrain "valvebiped.bip01_r_clavicle" x limit -28.00 19.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -16.00 26.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" z limit -10.00 46.00 0.00

$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 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 -140.00 30.00 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 -70.00 70.00 0.00

$jointconstrain "valvebiped.bip01_neck1" x limit -0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_neck1" y limit -0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_neck1" z limit -0.00 0.00 0.00

$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 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 -70.00 70.00 0.00

$jointconstrain "valvebiped.bip01_l_foot" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00
$animatedfriction 1.000 400.000 0.500 0.000 0.300

}

paste your compile log. Also that which you are showing as compiled actually isn’t. Those are source files which are either exported from a 3d program or decompiled out of a compiled model.