Problems with the Studio Complier !

Hello,i have some problems with compiling my SMD! :
When i try to compile the QC,the studiocompiler gives me an error,that it can’t load the SMD from the location.
And i thought that i might done something wrong with my QC file.
Here is the qc. (p.s. this is my first model…) PLZ HALP ! :frowning:
/*

male05, Group03

==============================================================================
*/

$modelname Humans\Group03\Male_05.mdl
$cd “D:\Games\Steam\steamapps\username\sourcesdk_content\hl2mp\modelsrc”
$cdmaterials D:\Games\Steam\steamapps\SourceMods\Freeman\materialsrc

//start eye/face data
$eyeposition 0 0 70

// head controllers
$attachment “eyes” “ValveBiped.Bip01_Head1” -0.0454 -3.2682 67.3843 absolute
$attachment “mouth” “ValveBiped.Bip01_Head1” 0.80 -5.50 0.10 rotate 0 -80 -90
$attachment “chest” “ValveBiped.Bip01_Spine2” 5.00 4.00 0.00 rotate 0 90 90

$model male_05 “Gordon Freeman.smd”{

$include “…/…/bodyrules_xsi.qci”
}
//end eye/face data

$surfaceprop “flesh”
$bbox -13 -13 0 13 13 72
$mostlyopaque
$include “…/…/standardhierarchy.qci”
$include “…/…/standardikchains.qci”
$alwayscollapse “Male_01”
$alwayscollapse “XSISceneRoot”
$proceduralbones “…/…/male.vrd”
$include “…/commonbones.qci”

$includemodel humans/male_shared.mdl
$includemodel humans/male_ss.mdl
$includemodel humans/male_gestures.mdl
$includemodel humans/male_postures.mdl

$lod 7
{
replacemodel “Male_05_reference” “Male_05_LOD_1”
}

$lod 14
{
replacemodel “Male_05_reference” “Male_05_LOD_2”
}

$lod 24
{
replacemodel “Male_05_reference” “Male_05_LOD_3”
$include “…/…/removehands.qci”
replacematerial “eyeball_r” “art_facemap”
replacematerial “eyeball_l” “art_facemap”
replacematerial “mouth” “art_facemap”
nofacial
}

$lod 35
{
replacemodel “Male_05_reference” “Male_05_LOD_4”
$include “…/…/lowesthumanskeleton.qci”
$include “…/…/lowesthumannohelpers.qci”
replacematerial “eyeball_r” “art_facemap”
replacematerial “eyeball_l” “art_facemap”
replacematerial “mouth” “art_facemap”
nofacial
}

$lod 60
{
replacemodel “Male_05_reference” “Male_05_LOD_5”
$include “…/…/lowesthumanskeleton.qci”
$include “…/…/lowesthumannohelpers.qci”
replacematerial “eyeball_r” “art_facemap”
replacematerial “eyeball_l” “art_facemap”
replacematerial “mouth” “art_facemap”
nofacial
}

$shadowlod
{
replacemodel “Male_05_reference” “Male_05_LOD_4”
$include “…/…/lowesthumanskeleton.qci”
$include “…/…/lowesthumannohelpers.qci”
replacematerial “eyeball_r” “art_facemap”
replacematerial “eyeball_l” “art_facemap”
replacematerial “mouth” “art_facemap”
removemesh “models/humans/male/eyeball_r”
removemesh “models/humans/male/eyeball_l”
removemesh “models/humans/male/mouth”
nofacial
}

$pushd “…/”
$include “…/hitbox.qci”
$include “…/ragdoll.qci”
$popd

Anyone ?


$cd "D:\Games\Steam\steamapps\username\sourcesdk_conte nt\hl2mp\modelsrc"
$cdmaterials D:\Games\Steam\steamapps\SourceMods\Freeman\materi alsrc

You have a space in “content” and “materialsrc”.
I think it’s failed the compiling, but i don’t know…

Materials should be something like $cdmaterials models/humans/male

That QC is a mess and it’s not the entire thing is it. What exactly are you trying to compile?

Edit: I see your problem your using standardised crap, try not using that messed up SDK qc and make a propper one.

Important Questions
-What is it?
-Is it a custom model?
-Does it have a reference SMD, sequence SMD and collision SMD?
-Does it have a flexfile (VTA) and defined eyes?
-Where (as in folder hierarchy) have you put the files (SMDs, QC, VTA, other)?
-Have you converted your textures to VTF files and made VMT files for them?
-Where do you intend your model to be when your finished (as in folders)?
-Do you know what a LOD is?
-Do you know how to use your compiler?

Please answer them all if possible it will make it much easier for us to help you ^^

Also as a rule try not to use any QC commands that you have no idea as to what they do, as they will likely cause more errors (better off waiting until you have some idea as to wht your doing and test them out).

Important Questions
-What is it? (answer) Well it’s a playermodel. ( my first playermodel) http://www.fpsbanana.com/wips/screens/33412?img=http://dog.fpsbanana.com/ss/wips/33411a.jpg
-Is it a custom model? (answer) Yes.
-Does it have a reference SMD, sequence SMD and collision SMD? (answer) No :frowning:
-Does it have a flexfile (VTA) and defined eyes? (question) What is that?!
-Where (as in folder hierarchy) have you put the files (SMDs, QC, VTA, other)? (adnswer) they are in two different folders
-Have you converted your textures to VTF files and made VMT files for them? (answer) Yes.
-Where do you intend your model to be when your finished (as in folders)? (answer) In some random folder.
-Do you know what a LOD is? (answer) Not really.i’m pretty new at this.
-Do you know how to use your compiler? (answer) Never worked with StudioCompiler

You can’t compile a model without at least a reference .smd and a sequence .smd.

The reference .smd will be the actual model parts, and the sequence will have just the skeleton. A collison .smd would be useful for ragdolls as well. Generally they are simplified or boxes that have the rough shape of the model.

A flexfile (a .vta file) is used so that models can have faceposing, and defined eyes are so that the eyes can be used for eyeposing.

I would put all the model source files (.smds, .qc etc) in 1 folder, to be on the safe side.

LOD stands for Level of Detail. The LOD .smds show up when you go x distance away from the model. They are versions of the models with less vertices (or triangles, quads or whatever you want to call them) and are made to so that people don’t lag that much when they see models at distances.

I personally use GUIStudioMDL to compile, seeing as it shows problems easier, and can compile into the Orange Box engine.

Nice,Thanks! :slight_smile:
i’ll Dl the GUIStudioMDL to try compiling with it.And i’ll make a ref and a seq smd’s
As for the rest of the stuff like flexfiles etc…i have no idea how to make them.
Thanks again!

But i’m really afraid of the QC’s … :frowning:

You don’t need flexfiles to compile, but if you want the model to have faceposing you do.

Ah i want…i have to check the valveWiki.
Are they easy to make ?

I don’t really know. I’ve never made them before.

I understand you’re using Valve’s QC from the HL2MP sourcesdk content files, these only need a reference as they already have pre-compiled animations. Compile a working playermodel first, and then you can worry about the flexes.

Sry for the Bump…
Will this help > http://developer.valvesoftware.com/wiki/Replacing_HL2DM_player_models_with_XSI_Mod_Tool ?
I’m following this tutorial…hope it works. I just want to see my Model in game. And i will be happy.