qc Script help.

when I try to compile my model I get this error:


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writing c:\program files\steam\steamapps\ptowery	eam fortress 2	f\models/halo\blank.mdl:
Error opening c:\program files\steam\steamapps\ptowery	eam fortress 2	f\models/halo\blank.mdl! (Check for write enable)



it’s 41,000 Polys.

first of all reduce your polygon count, 41k polygons is just a quality of a character from Metro 2033 game.
Try to keep it under 1000 polygons.
And other thing, make sure you have created that folder “halo” in your tf/models.

1, the model is huge
2, i’m 99% sure that was the problem, thanks.

Model scale doesn’t affect it’s polygon count, by scaling model polygons just become bigger. Well yeah quality is less. But I don’t think you will be able to even spawn that model in game. Maybe post a picture of model? Also how did you found out it has 40’000 polygons?

You need to make a halo folder in c:\program files\steam\steamapps\ptowery eam fortress 2 f\models

[editline]11:25PM[/editline]

The polycount shouldn’t be a problem.

http://img85.imageshack.us/img85/3260/dfhn.png

also, when i open my model in the modelviewer i get “Error: Model has no polys” and it won’t show up in hammer.


GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/

Created command line: "C:\Program Files\Steam\steamapps\ptowery\sourcesdk\bin\orangebox\bin\studiomdl.exe" -dumpmaterials -game "c:\program files\steam\steamapps\ptowery	eam fortress 2	f" -i -nop4 -nox360 C:\Users\Banshee\Documents\SMD\Halo\script.qc

qdir:    "c:\users\banshee\documents\smd\halo\"
gamedir: "c:\program files\steam\steamapps\ptowery	eam fortress 2	f\"
g_path:  "C:\Users\Banshee\Documents\SMD\Halo\script.qc"
Building binary model files...
Working on "script.qc"
SMD MODEL a10a.smd
material 0 0 panel scuff
material 1 1 panel generic
material 2 2 panel strip
material 3 3 tech rack plate
material 4 4 light
material 5 5 steel
material 6 6 tech rack mount
material 7 7 light glow
material 8 8 alpha test
material 9 9 detail strips
material 10 10 steel-light
material 11 11 monitors
material 12 12 cube map glass
Collision model completed.
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writing c:\program files\steam\steamapps\ptowery	eam fortress 2	f\models/halo\a10a.mdl:
bones          676 bytes (0)
animations     112 bytes (1 anims) (1 frames) [0:01]
sequences      216 bytes (1 seq) 
ik/pose          0 bytes
textures       864 bytes
keyvalues        0 bytes
bone transforms        0 bytes
collision        0 bytes
total         2056

Completed "script.qc"


QC: Script


$modelname "halo\a10a.mdl"
$cdmaterials "halo\"

$scale 1
$surfaceprop "metal"

$sequence idle "a10a.smd" fps 1

$collisionmodel "a10a.smd" {
$mass 150.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

I don’t know if others can do it, but I’ve always had to weigh my props to a dummy bone before I could compile them. Try making a bone or something, weigh your reference and the phymodel to it and try to recompile.

Also damn, that is one light weight ship.

Can you explain how I would do that?

I love this thing

You’ll need to add some hitbox lines in your QC as well

  1. what do i name the bone,
  2. how do I weigh it?

dude wtf where is the
$body " path to smd of model" ?
Thats the most important thing in QC.
Thats why you have problems. Also did you create collision model for that? if no it will be just big block.

  1. The tutorial i used for .qc files sucked
  2. I thought Collision geometry was automatially generated.

Are you having the entire Pillar of Autumn inside there or what?

Let the compiler make hitboxes, you don’t need to define them yourself.

[editline]01:24AM[/editline]

Ever.

Always deletes those! when you see themz hitboxes.

The entire Pillar of autumn, one model at a time

Can you please help with the issue

I want to see this finnished.

If you give me model in 3ds max format. I will make collision model for it. Simple enough so that players can walk arrround. But pillars wont be detailed since max collision model amount is 20-25