Tutorial - How to convert models to OC player models.

Archived Source Engine and Obsidian Tutorials.
fug4life
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Post by fug4life »

I'd say you've delved deeper than me, I've seen that no-one else has made a vort so I assume its a bitch to rig and weightmap (which again I know nothing about).

There's all sorts of issues, probably discrenpancies between the various .smds

If you pull it off, I'd like you to try chell next ;)
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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DrHeadhumper
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Post by DrHeadhumper »

I think I can make a chell model, really I will only have to rename the bones in the .smd and the .qc like I did with the vort, and with this model a lot of the texture stuff is already done right for OC. Also, you just made the 1000th post in this subforum.
fug4life
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Post by fug4life »

I tried and tried to do Chell, it seems she is rotated awkwardly and differs from .smd to .smd.

G'luck! And did you so9lve the vort issues? A vort and Chell are probably the last two models I've really wanted to see converted.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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DrHeadhumper
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Post by DrHeadhumper »

If I can get a program to subtract the skeleton coords of the female animations reference pose from all of the animations then add the skeleton coords of the chell model reference pose to that, then it would work. All I need is a program to do this ( I believe a program that can do operations on matrices would suffice )
For the vortigaunt model, I think I will have to patch up the rotations on those specific bones. Both models will require repetitive tasks to complete.
fug4life
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Post by fug4life »

win merge or something? to compare smds?
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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MaestraFénix
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Post by MaestraFénix »

Hello people.

I have the same problem of Datastream (yes, a problem with eyeball_r.vmt). I revised all the paths, names, and files, and NOTHING.

How fixed this problem?.

If you need the .qc, here are it:

Code: Select all

$cd "C:\Users\Rafa\Desktop\models_d"
$modelname "player/Aya.mdl"
$model "scout" "UnknownModelName.smd" {
     flexfile "mdldecompiler_expressions.vta" {
          flex "WQ" frame 1
          flex "OO" frame 2
          flex "MB" frame 3
          flex "SH" frame 4
          flex "Y" frame 5
          flex "FV" frame 6
          flex "AH" frame 7
          flex "AE" frame 8
          flex "UH" frame 9
          flex "AW" frame 10
          flex "EE" frame 11
          flex "OH" frame 12
          flex "TH" frame 13
          flex "T" frame 14
          flex "ER" frame 15
          flex "DS" frame 16
          flex "GK" frame 17
          flex "N" frame 18
          flex "happyBig" frame 19
          flex "happyBigUpper" frame 20
          flex "happySmallUpper" frame 21
          flex "happySmall" frame 22
          flex "mad" frame 23
          flex "madUpper" frame 24
          flex "scared" frame 25
          flex "scaredUpper" frame 26
          flex "painBigUpper" frame 27
          flex "painBig" frame 28
          flex "painSmallUpper" frame 29
          flex "painSmall" frame 30
          flex "specialAction01" frame 31
          flex "specialAction01Upper" frame 32
     }
     eyeball righteye bip_head -2.000 75.814 0.900 eyeball_r 1.000  2.000 eyeball_l 1.770
     eyeball lefteye bip_head 2.000 75.814 0.900 eyeball_l 1.000  -2.000 eyeball_l 1.770
     // 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 36 -1.000000 neutral 36 0.000000 raiser 36 1.000000 split 0.1 eyeball righteye
     // eyelid  lower_right "mdldecompiler_expressions.vta" lowerer 36 -1.000000 neutral 36 0.000000 raiser 36 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 36 -1.000000 neutral 36 0.000000 raiser 36 1.000000 split -0.1 eyeball lefteye
     // eyelid  lower_left "mdldecompiler_expressions.vta" lowerer 36 -1.000000 neutral 36 0.000000 raiser 36 1.000000  split -0.1 eyeball lefteye
     flexcontroller specialAction01Upper specialAction01Upper "range" 0.000 1.000
     flexcontroller defaultFace defaultFace "range" 0.000 1.000
     flexcontroller painBigUpper painBigUpper "range" 0.000 1.000
     flexcontroller GK GK "range" 0.000 1.000
     flexcontroller happyBig happyBig "range" 0.000 1.000
     flexcontroller mad mad "range" 0.000 1.000
     flexcontroller happySmall happySmall "range" 0.000 1.000
     flexcontroller N N "range" 0.000 1.000
     flexcontroller painSmall painSmall "range" 0.000 1.000
     flexcontroller scared scared "range" 0.000 1.000
     flexcontroller silence silence "range" 0.000 1.000
     flexcontroller EE EE "range" 0.000 1.000
     flexcontroller happySmallUpper happySmallUpper "range" 0.000 1.000
     flexcontroller happyBigUpper happyBigUpper "range" 0.000 1.000
     flexcontroller painSmallUpper painSmallUpper "range" 0.000 1.000
     flexcontroller defaultFaceUpper defaultFaceUpper "range" 0.000 1.000
     flexcontroller madUpper madUpper "range" 0.000 1.000
     flexcontroller scaredUpper scaredUpper "range" 0.000 1.000
     flexcontroller T T "range" 0.000 1.000
     flexcontroller TH TH "range" 0.000 1.000
     flexcontroller DS DS "range" 0.000 1.000
     flexcontroller ER ER "range" 0.000 1.000
     flexcontroller specialAction01 specialAction01 "range" 0.000 1.000
     flexcontroller painBig painBig "range" 0.000 1.000
     flexcontroller OH OH "range" 0.000 1.000
     flexcontroller PP PP "range" 0.000 1.000
     flexcontroller WQ WQ "range" 0.000 1.000
     flexcontroller OO OO "range" 0.000 1.000
     flexcontroller MB MB "range" 0.000 1.000
     flexcontroller SH SH "range" 0.000 1.000
     flexcontroller Y Y "range" 0.000 1.000
     flexcontroller FV FV "range" 0.000 1.000
     flexcontroller AH AH "range" 0.000 1.000
     flexcontroller AE AE "range" 0.000 1.000
     flexcontroller UH UH "range" 0.000 1.000
     flexcontroller AW AW "range" 0.000 1.000
     flexcontroller eyes eyes_updown "range" 0.000 1.000
     flexcontroller eyes eyes_rightleft "range" 0.000 1.000
    %WQ =  WQ
    %WQ =  WQ
    %WQ =  WQ
    %OO =  OO
    %MB =  MB
    %SH =  SH
    %Y =  Y
    %FV =  FV
    %AH =  AH
    %AE =  AE
    %UH =  UH
    %AW =  AW
    %EE =  EE
    %PP =  PP
    %OH =  OH
    %TH =  TH
    %T =  T
    %ER =  ER
    %DS =  DS
    %GK =  GK
    %N =  N
    %silence =  silence
    %happySmall =  happySmall
    %madUpper =  madUpper
    %specialAction01Upper =  specialAction01Upper
    %defaultFaceUpper =  defaultFaceUpper
    %scaredUpper =  scaredUpper
    %painBigUpper =  painBigUpper
    %painSmallUpper =  painSmallUpper
    %happyBigUpper =  happyBigUpper
    %happySmallUpper =  happySmallUpper
    %specialAction01 =  specialAction01
    %defaultFace =  defaultFace
    %scared =  scared
    %mad =  mad
    %painBig =  painBig
    %painSmall =  painSmall
    %happyBig =  happyBig
}
$lod 37
 {
  replacemodel "UnknownModelName" "lod1_UnknownModelName"
}
$lod 65
 {
  replacemodel "UnknownModelName" "lod2_UnknownModelName"
}
$shadowlod
{
  replacemodel "UnknownModelName" "lod3_UnknownModelName"
}
$model "hat" "UnknownModelName.smd"
$lod 37
 {
  replacemodel "UnknownModelName" "lod1_UnknownModelName"
}
$lod 65
 {
  replacemodel "UnknownModelName" "lod2_UnknownModelName"
}
$shadowlod
{
  replacemodel "UnknownModelName" "lod3_UnknownModelName"
}
$model "hat" "UnknownModelName.smd"
$lod 37
 {
  replacemodel "UnknownModelName" "lod1_UnknownModelName"
}
$lod 65
 {
  replacemodel "UnknownModelName" "lod2_UnknownModelName"
}
$shadowlod
{
  replacemodel "UnknownModelName" "lod3_UnknownModelName"
}
$model "headphones" "UnknownModelName.smd"
$lod 37
 {
  replacemodel "UnknownModelName" "lod1_UnknownModelName"
}
$lod 65
 {
  replacemodel "UnknownModelName" "lod2_UnknownModelName"
}
$shadowlod
{
  replacemodel "UnknownModelName" "lod3_UnknownModelName"
}
$model "headphones" "UnknownModelName.smd"
$lod 37
 {
  replacemodel "UnknownModelName" "lod1_UnknownModelName"
}
$lod 65
 {
  replacemodel "UnknownModelName" "lod2_UnknownModelName"
}
$shadowlod
{
  replacemodel "UnknownModelName" "lod3_UnknownModelName"
}
$poseparameter body_pitch -45.00 45.00
$poseparameter body_yaw -45.00 45.00
$cdmaterials "models\player\Aya\"
$texturegroup skinfamilies
{
	{"eyeball_l.vmt"
 "eyeball_r.vmt"
 "scout_head_red.vmt"
 "scout_head_red_wtrans.vmt"
 "scout_red.vmt"
}
 	{"eyeball_l.vmt"
 "eyeball_r.vmt"
 "scout_head_blue.vmt"
 "scout_head_blue_wtrans.vmt"
 "scout_blue.vmt"
}
 	{"eyeball_invun.vmt"
 "eyeball_invun.vmt"
 "scout_head_red_invun.vmt"
 "scout_head_red_invun_wtrans.vmt"
 "scout_red_invun.vmt"
}
 	{"eyeball_invun.vmt"
 "eyeball_invun.vmt"
 "scout_head_blue_invun.vmt"
 "scout_head_blue_invun_wtrans.vmt"
 "scout_blue_invun.vmt"
}
 }
$hboxset "scout"
$hbox 1 "bip_head" -5.500  -9.000  -7.050  5.500  4.000  4.950
$hbox 0 "bip_pelvis" -7.500  -1.000  -4.500  7.500  11.000  6.500
$hbox 3 "bip_spine_0" -7.000  0.000  -6.500  7.000  5.000  3.500
$hbox 3 "bip_spine_1" -7.500  -2.000  -7.000  7.500  4.000  3.000
$hbox 2 "bip_spine_2" -8.000  -3.000  -7.500  8.000  3.000  2.500
$hbox 2 "bip_spine_3" -7.000  -3.000  -6.000  7.000  2.000  4.000
$hbox 4 "bip_upperArm_L" -1.000  -2.000  -2.000  13.000  2.000  3.000
$hbox 4 "bip_lowerArm_L" 0.000  -2.100  -2.000  10.000  2.900  2.000
$hbox 4 "bip_hand_L" -3.450  -9.500  -4.000  1.050  -0.500  2.000
$hbox 5 "bip_upperArm_R" -1.000  -3.000  -2.000  13.000  2.000  2.000
$hbox 5 "bip_lowerArm_R" 0.000  -2.900  -2.000  10.000  2.100  2.000
$hbox 5 "bip_hand_R" -1.050  0.500  -2.000  3.450  9.500  4.000
$hbox 6 "bip_hip_L" 4.000  -4.000  -5.000  20.000  4.000  3.000
$hbox 6 "bip_knee_L" 0.500  -2.500  -5.500  19.500  3.500  1.500
$hbox 6 "bip_foot_L" -1.750  -10.000  -2.500  1.750  2.000  2.500
$hbox 7 "bip_hip_R" 4.000  -3.000  -4.000  20.000  5.000  4.000
$hbox 7 "bip_knee_R" 0.500  -3.500  -5.500  19.500  2.500  1.500
$hbox 7 "bip_foot_R" -1.750  -2.000  -2.500  1.750  10.000  2.500
// Model uses material "eyeball_l.vmt"
// Model uses material "eyeball_r.vmt"
// Model uses material "scout_head_red.vmt"
// Model uses material "scout_head_red_wtrans.vmt"
// Model uses material "scout_red.vmt"
// Model uses material "scout_head_red_walpha.vmt"
// Model uses material ",.vmt"
// Model uses material "scout_blue.vmt"
// Model uses material "scout_head_blue.vmt"
// Model uses material "scout_head_blue_walpha.vmt"
// Model uses material "scout_head_blue_wtrans.vmt"
// Model uses material "scout_red_invun.vmt"
// Model uses material "scout_head_red_invun.vmt"
// Model uses material "scout_head_red_invun_walpha.vmt"
// Model uses material "scout_head_red_invun_wtrans.vmt"
// Model uses material "eyeball_invun.vmt"
// Model uses material "scout_blue_invun.vmt"
// Model uses material "scout_head_blue_invun.vmt"
// Model uses material "scout_head_blue_invun_walpha.vmt"
// Model uses material "scout_head_blue_invun_wtrans.vmt"
$attachment "eyes" "bip_head" 0.00 -2.69 -3.29 rotate 83.45 -90.00 -0.00
$attachment "righteye" "bip_head" -1.25 -2.69 -3.29 rotate 83.45 -90.00 -0.00
$attachment "lefteye" "bip_head" 1.25 -2.69 -3.29 rotate 83.45 -90.00 -0.00
$attachment "foot_L" "bip_foot_L" 0.00 0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "foot_R" "bip_foot_R" 0.00 0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "back_upper" "bip_spine_3" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "back_lower" "bip_spine_0" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "hand_L" "bip_hand_L" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "hand_R" "bip_hand_R" -0.00 -0.00 -0.00 rotate 0.00 0.00 0.00
$attachment "partyhat" "bip_head" 0.00 -8.00 0.57 rotate 87.00 90.00 -180.00
$attachment "doublejumpfx" "bip_pelvis" 0.00 40.00 15.00 rotate -0.00 0.00 0.00
$attachment "head" "bip_head" 0.00 -8.49 0.57 rotate 78.55 -90.00 -0.00
$attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_2" "weapon_bone_2" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_3" "weapon_bone_3" -0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_4" "weapon_bone_4" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "flag" "bip_spine_2" -0.19 0.69 7.85 rotate 1.26 -2.62 1.89
$attachment "head" "bip_head" 0.00 -8.49 0.57 rotate 78.55 -90.00 -0.00
$attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_2" "weapon_bone_2" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_3" "weapon_bone_3" -0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_4" "weapon_bone_4" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "flag" "bip_spine_2" -0.19 0.69 7.85 rotate 1.26 -2.62 1.89
$attachment "head" "bip_head" 0.00 -8.49 0.57 rotate 78.55 -90.00 -0.00
$attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_2" "weapon_bone_2" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_3" "weapon_bone_3" -0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "weapon_bone_4" "weapon_bone_4" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$attachment "flag" "bip_spine_2" -0.19 0.69 7.85 rotate 1.26 -2.62 1.89
$includemodel "player/female_shared.mdl"
$includemodel "player/female_ss.mdl"
$includemodel "player/female_gestures.mdl"
$includemodel "player/female_postures.mdl" 
$surfaceprop "flesh"
$eyeposition -0.000 -75.850 0.000
$illumposition -0.000 -6.112 39.760
$sequence ref "ref" fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand bip_hand_R knee  0.000 0.000 0.000
$ikchain lhand bip_hand_L knee  0.000 0.000 0.000
$ikchain rfoot bip_foot_R knee  0.000 0.000 0.000
$ikchain lfoot bip_foot_L knee  0.000 0.000 0.000
$collisionjoints "phymodel.smd" {

	$mass 100.0
	$inertia 10.00
	$damping 0.00
	$rotdamping 8.00
	$rootbone "bip_pelvis"
	$jointrotdamping "bip_pelvis" 0.00

	$jointmassbias "bip_hip_l" 1.10
	$jointrotdamping "bip_hip_l" 9.00
	$jointconstrain "bip_hip_l" x limit -20.00 12.00 0.00
	$jointconstrain "bip_hip_l" y limit -45.00 50.00 0.00
	$jointconstrain "bip_hip_l" z limit -10.00 45.00 0.00

	$jointmassbias "bip_knee_l" 1.20
	$jointrotdamping "bip_knee_l" 3.00
	$jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00
	$jointconstrain "bip_knee_l" y limit -15.00 100.00 0.00
	$jointconstrain "bip_knee_l" z limit 0.00 0.00 0.00

	$jointmassbias "bip_hip_r" 1.30
	$jointconstrain "bip_hip_r" x limit -20.00 12.00 0.00
	$jointconstrain "bip_hip_r" y limit -10.00 50.00 0.00
	$jointconstrain "bip_hip_r" z limit -79.00 45.00 0.00

	$jointmassbias "bip_knee_r" 1.20
	$jointrotdamping "bip_knee_r" 3.00
	$jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00
	$jointconstrain "bip_knee_r" y limit -15.00 100.00 0.00
	$jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00

	$jointmassbias "bip_foot_r" 0.75
	$jointrotdamping "bip_foot_r" 7.00
	$jointconstrain "bip_foot_r" x limit -30.00 45.00 0.00
	$jointconstrain "bip_foot_r" y limit -25.00 25.00 0.00
	$jointconstrain "bip_foot_r" z limit -40.00 30.00 0.00

	$jointmassbias "bip_spine_0" 1.60
	$jointrotdamping "bip_spine_0" 12.00
	$jointconstrain "bip_spine_0" x limit -30.00 30.00 0.00
	$jointconstrain "bip_spine_0" y limit -16.00 16.00 0.00
	$jointconstrain "bip_spine_0" z limit -20.00 15.00 0.00

	$jointmassbias "bip_upperarm_r" 1.20
	$jointrotdamping "bip_upperarm_r" 16.00
	$jointconstrain "bip_upperarm_r" x limit -40.00 30.00 0.00
	$jointconstrain "bip_upperarm_r" y limit -15.00 55.00 0.00
	$jointconstrain "bip_upperarm_r" z limit -80.00 60.00 0.00

	$jointmassbias "bip_lowerarm_r" 1.80
	$jointrotdamping "bip_lowerarm_r" 4.00
	$jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00
	$jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00
	$jointconstrain "bip_lowerarm_r" z limit -100.00 -30.00 0.00

	$jointmassbias "bip_upperarm_l" 1.10
	$jointrotdamping "bip_upperarm_l" 16.00
	$jointconstrain "bip_upperarm_l" x limit -30.00 40.00 0.00
	$jointconstrain "bip_upperarm_l" y limit -55.00 15.00 0.00
	$jointconstrain "bip_upperarm_l" z limit -80.00 60.00 0.00

	$jointmassbias "bip_lowerarm_l" 1.80
	$jointrotdamping "bip_lowerarm_l" 4.00
	$jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00
	$jointconstrain "bip_lowerarm_l" y limit 0.00 0.00 0.00
	$jointconstrain "bip_lowerarm_l" z limit -30.00 100.00 0.00

	$jointmassbias "bip_hand_l" 0.60
	$jointconstrain "bip_hand_l" x limit -30.00 37.00 0.00
	$jointconstrain "bip_hand_l" y limit -35.00 35.00 0.00
	$jointconstrain "bip_hand_l" z limit -60.00 50.00 0.00

	$jointmassbias "bip_neck" 0.50
	$jointrotdamping "bip_neck" 18.00
	$jointconstrain "bip_neck" x limit -23.00 10.00 0.00
	$jointconstrain "bip_neck" y limit -15.00 15.00 0.00
	$jointconstrain "bip_neck" z limit -18.00 18.00 0.00

	$jointmassbias "bip_head" 1.80
	$jointrotdamping "bip_head" 16.00
	$jointconstrain "bip_head" x limit -23.00 10.00 0.00
	$jointconstrain "bip_head" y limit -15.00 15.00 0.00
	$jointconstrain "bip_head" z limit -18.00 18.00 0.00

	$jointmassbias "bip_hand_r" 0.60
	$jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00
	$jointconstrain "bip_hand_r" y limit -35.00 35.00 0.00
	$jointconstrain "bip_hand_r" z limit -50.00 60.00 0.00

	$jointmassbias "bip_foot_l" 0.75
	$jointrotdamping "bip_foot_l" 7.00
	$jointconstrain "bip_foot_l" x limit -30.00 45.00 0.00
	$jointconstrain "bip_foot_l" y limit -25.00 25.00 0.00
	$jointconstrain "bip_foot_l" z limit -40.00 30.00 0.00
}
$collisiontext {
	break { "model" "player\gibs\scoutgib007" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib002" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib004" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib006" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib001" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib003" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib005" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib008" "health" "0" "fadetime" "10"}
	break { "model" "player\gibs\scoutgib009" "health" "0" "fadetime" "10"}
}
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fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Post by fug4life »

I think in you're case it could be the skin families that's causing the trouble.

also:
// Model uses material "eyeball_invun.vmt" maybe that?

wth is this:
// Model uses material ",.vmt" ?


The problem with Datastream was, if I remember correctly was he need to add dark_ here:

yeball righteye bip_head -2.000 75.814 0.900 dark_eyeball_r 1.000 2.000 eyeball_l 1.770
eyeball lefteye bip_head 2.000 75.814 0.900 dark_eyeball_l 1.000 -2.000 eyeball_l 1.770

But normally eye problems occur in these two lines. something is normally missed by the decompiler when trying to give the correct eye paths.

Also check where its getting the eyeball from?

By the looks of things and I think this could be the route of your issues infact I'd bet $10:

add $cdmaterials "models\player\Female\" <-check the oc directory to check where the eyeball.vmt is kept. the path might be:
"models\player\Female\group01orsomething"

Well, I'd definately try the last thing i suggested first.
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MaestraFénix
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Post by MaestraFénix »

Nothing, none of your tips work.

eyeball_r.vmt:

Code: Select all

"EyeRefract"
{
	"$Iris"               "models/player/scout/eye-iris"			  // Iris color in RGB with cornea noise in A
	"$AmbientOcclTexture" "models/player/shared/eye-extra"				  // Ambient occlusion in RGB, A unused
	"$Envmap"             "models/player/shared/eye-reflection-cubemap-"  // Reflection environment map
	"$CorneaTexture"      "models/player/shared/eye-cornea"               // Special texture that has 2D cornea normal in RG and other data in BA
	"$lightwarptexture"   "models/player/shared/eye_lightwarp"        	      // This enables TF NPR lighting

	"$EyeballRadius" "0.7"				// Default 0.5
	"$AmbientOcclColor" "[1.0 1.0 1.0]"	// Default 0.33, 0.33, 0.33
	"$Dilation" "0.5"					// Default 0.5
	"$ParallaxStrength" "0.25"          // Default 0.25
	"$CorneaBumpStrength" "1.0"			// Default 1.0

	"$halflambert" "1"
	"$nodecal" "1"

	// These effects are only available in ps.2.0b and later
	"$RaytraceSphere" "0"				// Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
	"$SphereTexkillCombo" "0"			// Default 1 - Enables killing pixels that don't ray-intersect the sphere

	// DX8 ps.1.1 fallbacks, original HL2 eyes
	"Eyes_dx8"
	{
		"$basetexture"	"models/player/shared/dxlevel80/eyeball_r"
		"$iris"         "models/player/shared/dxlevel80/iris_blue_r"
	}

	// Cloaking
	"$cloakPassEnabled" "1"
	"Proxies"
	{
		"spy_invis"
		{
		}
	}
}
eyeball_l.vmt:

Code: Select all

"EyeRefract"
{
	"$Iris"               "models/player/scout/eye-iris"	
	  // Iris color in RGB with cornea noise in A
	"$AmbientOcclTexture" "models/player/shared/eye-extra"				  // Ambient occlusion in RGB, A unused
	"$Envmap"             "models/player/shared/eye-reflection-cubemap-"  // Reflection environment map
	"$CorneaTexture"      "models/player/shared/eye-cornea"               // Special texture that has 2D cornea normal in RG and other data in BA
	"$lightwarptexture"   "models/player/shared/eye_lightwarp"        	      // This enables TF NPR lighting

	"$EyeballRadius" "0.7"				// Default 0.5
	"$AmbientOcclColor" "[1.0 1.0 1.0]"	// Default 0.33, 0.33, 0.33
	"$Dilation" "0.5"					// Default 0.5
	"$ParallaxStrength" "0.25"          // Default 0.25
	"$CorneaBumpStrength" "1.0"			// Default 1.0

	"$halflambert" "1"
	"$nodecal" "1"

	// These effects are only available in ps.2.0b and later
	"$RaytraceSphere" "0"				// Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
	"$SphereTexkillCombo" "0"			// Default 1 - Enables killing pixels that don't ray-intersect the sphere

	// DX8 ps.1.1 fallbacks, original HL2 eyes
	"Eyes_dx8"
	{
		"$basetexture"	"models/player/shared/dxlevel80/eyeball_l"
		"$iris"         "models/player/shared/dxlevel80/iris_blue_l"
	}

	// Cloaking
	"$cloakPassEnabled" "1"
	"Proxies"
	{
		"spy_invis"
		{
		}
	}
}
eye-iris.vtf

No exist eyeball_r.vtf, eyeball_l.vtf and eye-iris.vmt. I tried creating a vmt to eye-iris, renaming eye-iris to eyeball_r, eyeball_l and none, not work.

This is the model (with materials and the model decompilated):

http://www.mediafire.com/?z1hetuhnmwy

Any solution?
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Post by fug4life »

Is this model male or female?

And did you add this?!?


$cdmaterials "models\player\Female"
$cdmaterials "models\player\Male"



^
eyeball_r and eyeball_l vtf and vmt's are kept there!

I'd deffinately make sure you added one of those paths to the .qc
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MaestraFénix
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Post by MaestraFénix »

It´s female (and yes, i added $cdmaterials "models\player\Female).

It´s strange, It is as if GUIstudioMDL not recognize the routes.
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Post by Wootman »

Everytime I load my model in HLMV, HLMV crashes.

Heres my .QC:

Code: Select all

$cd "C:\Program Files\Steam\steamapps\sourcemods\obsidian\add-ons\samplayermodel\models\Player\qcsmd"
$modelname "Player\sam.mdl"
$includemodel "player/male_shared.mdl" 
$includemodel "player/male_ss.mdl" 
$includemodel "player/male_gestures.mdl" 
$includemodel "player/male_postures.mdl" 
$model "sam" "sam.smd"
$model "hat" "hat.smd"
$model "hat" "UnknownModelName.smd"
$cdmaterials "models\Players\sam and max\"
$texturegroup skinfamilies
{
	{"body.vmt"
 "head.vmt"
 ",.vmt"
}
 	{"body2.vmt"
 "head2.vmt"
 ",.vmt"
}
 }
$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Pelvis" -13.737  -9.623  -12.953  14.809  13.930  8.326
$hbox 0 "ValveBiped.Bip01_L_Thigh" -3.971  -10.644  -5.927  15.304  10.701  8.960
$hbox 0 "ValveBiped.Bip01_L_Calf" -3.731  -7.070  -6.364  18.686  7.278  8.027
$hbox 0 "ValveBiped.Bip01_L_Foot" -5.423  -6.005  -8.467  17.194  8.146  8.127
$hbox 0 "ValveBiped.Bip01_R_Thigh" -4.262  -11.215  -9.821  15.344  9.714  5.264
$hbox 0 "ValveBiped.Bip01_R_Calf" -2.055  -6.142  -6.060  20.069  8.071  7.484
$hbox 0 "ValveBiped.Bip01_R_Foot" -4.607  -7.858  -7.925  16.686  8.474  8.466
$hbox 0 "ValveBiped.Bip01_Spine1" -3.818  -9.133  -11.466  8.026  9.429  11.271
$hbox 0 "ValveBiped.Bip01_Spine2" -3.275  -9.507  -15.453  15.277  9.716  15.375
$hbox 0 "ValveBiped.Bip01_Spine4" 0.000  -3.156  -4.571  1.158  0.000  5.481
$hbox 0 "ValveBiped.Bip01_Head1" -1.368  -14.002  -9.178  22.627  8.702  9.477
$hbox 0 "ValveBiped.Bip01_R_UpperArm" -4.221  -7.285  -4.741  16.345  5.931  3.940
$hbox 0 "ValveBiped.Bip01_R_Forearm" -1.682  -5.526  -4.825  12.259  5.105  5.495
$hbox 0 "ValveBiped.Bip01_R_Hand" -0.444  -3.780  -6.228  8.565  2.933  4.800
$hbox 0 "ValveBiped.Bip01_R_Finger3" -0.894  -2.027  -1.495  3.873  1.601  1.745
$hbox 0 "ValveBiped.Bip01_R_Finger31" -1.101  -1.964  -1.560  2.626  1.533  1.616
$hbox 0 "ValveBiped.Bip01_R_Finger32" -1.237  -1.605  -1.566  2.523  1.356  1.621
$hbox 0 "ValveBiped.Bip01_R_Finger2" -1.033  -2.314  -1.740  4.889  1.671  1.728
$hbox 0 "ValveBiped.Bip01_R_Finger21" -1.402  -2.297  -1.676  3.433  1.841  1.718
$hbox 0 "ValveBiped.Bip01_R_Finger22" -0.860  -2.096  -1.682  3.218  1.774  1.718
$hbox 0 "ValveBiped.Bip01_R_Finger1" -1.608  -2.770  -1.487  3.917  1.613  2.834
$hbox 0 "ValveBiped.Bip01_R_Finger11" -1.394  -2.438  -1.720  3.213  1.748  1.715
$hbox 0 "ValveBiped.Bip01_R_Finger12" -0.921  -2.114  -1.729  3.240  1.690  1.714
$hbox 0 "ValveBiped.Bip01_R_Finger0" -1.982  -1.424  -3.139  3.498  2.780  2.633
$hbox 0 "ValveBiped.Bip01_R_Finger01" -2.487  -1.217  -2.117  2.592  1.969  2.223
$hbox 0 "ValveBiped.Bip01_R_Finger02" -0.097  -1.012  -2.211  3.801  1.957  1.432
$hbox 0 "ValveBiped.Bip01_L_UpperArm" -5.060  -6.419  -4.593  15.534  6.801  4.256
$hbox 0 "ValveBiped.Bip01_L_Forearm" -2.139  -5.022  -5.580  12.289  5.781  4.328
$hbox 0 "ValveBiped.Bip01_L_Hand" -0.754  -3.867  -5.467  8.540  2.751  5.766
$hbox 0 "ValveBiped.Bip01_L_Finger3" -0.658  -2.696  -1.670  4.200  1.646  1.746
$hbox 0 "ValveBiped.Bip01_L_Finger31" -0.859  -2.132  -1.586  2.680  1.633  1.554
$hbox 0 "ValveBiped.Bip01_L_Finger32" -1.399  -1.303  -1.582  2.344  1.646  1.534
$hbox 0 "ValveBiped.Bip01_L_Finger2" -0.826  -2.240  -1.811  4.545  1.958  1.741
$hbox 0 "ValveBiped.Bip01_L_Finger21" -0.671  -1.666  -1.634  1.346  1.586  1.738
$hbox 0 "ValveBiped.Bip01_L_Finger22" -1.107  -2.407  -1.634  2.965  1.461  1.765
$hbox 0 "ValveBiped.Bip01_L_Finger1" -1.669  -2.778  -2.620  3.836  1.606  1.615
$hbox 0 "ValveBiped.Bip01_L_Finger11" -0.979  -1.889  -1.721  1.967  1.728  1.695
$hbox 0 "ValveBiped.Bip01_L_Finger12" -0.481  -2.175  -1.719  3.547  1.718  1.720
$hbox 0 "ValveBiped.Bip01_L_Finger0" -1.598  -1.525  -2.621  3.475  2.700  3.054
$hbox 0 "ValveBiped.Bip01_L_Finger01" -2.655  -1.503  -2.338  2.643  1.615  1.921
$hbox 0 "ValveBiped.Bip01_L_Finger02" -0.276  -1.351  -1.945  3.770  1.542  1.651
$hbox 0 "Bone08" 0.000  -0.570  -4.845  3.499  0.440  4.105
$hbox 0 "Bone05" 0.000  -0.520  -5.394  3.389  0.553  5.055
$hbox 0 "Bone06" 0.000  -0.511  -5.394  3.975  0.560  5.055
$hbox 0 "Bone07" 0.000  -0.606  -3.489  5.170  0.551  3.043
// Model uses material "body.vmt"
// Model uses material "head.vmt"
// Model uses material ",.vmt"
// Model uses material "body2.vmt"
// Model uses material "head2.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 19.05 -2.11 1.31 rotate -3.50 -80.10 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate -0.00 -80.00 -90.00
$surfaceprop "flesh"
$eyeposition -0.000 0.000 70.000
$illumposition -0.000 0.637 36.000
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$collisionjoints "phymodel.smd" {

	$mass 110.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"

	$jointconstrain "valvebiped.bip01_spine2" x limit -70.00 70.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -70.00 110.00 0.00

	$jointconstrain "bone02" x limit -10.00 10.00 0.00
	$jointconstrain "bone02" y limit -90.00 90.00 0.00
	$jointconstrain "bone02" z limit 0.00 130.00 0.00

	$jointconstrain "bone03" x limit -10.00 10.00 0.00
	$jointconstrain "bone03" y limit -90.00 90.00 0.00
	$jointconstrain "bone03" z limit 0.00 140.00 0.00

	$jointconstrain "bone04" x limit -10.00 10.00 0.00
	$jointconstrain "bone04" y limit -90.00 90.00 0.00
	$jointconstrain "bone04" z limit 0.00 150.00 0.00

	$jointconstrain "bone08" x limit -10.00 10.00 0.00
	$jointconstrain "bone08" y limit -90.00 90.00 0.00
	$jointconstrain "bone08" z limit 0.00 160.00 0.00

	$jointconstrain "bone05" x limit -10.00 10.00 0.00
	$jointconstrain "bone05" y limit -50.00 50.00 0.00
	$jointconstrain "bone05" z limit 0.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -170.00 140.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -150.00 150.00 0.00

	$jointconstrain "bone06" x limit -10.00 10.00 0.00
	$jointconstrain "bone06" y limit -20.00 20.00 0.00
	$jointconstrain "bone06" z limit 0.00 150.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -130.00 170.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -140.00 140.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 40.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -135.00 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 -70.00 105.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -75.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -45.00 90.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit -40.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit -80.00 80.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -136.00 32.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -35.00 35.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -65.00 100.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -160.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit -35.00 35.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -20.00 140.00 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 -70.00 105.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -35.00 35.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -100.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -150.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit -35.00 35.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -16.00 140.00 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 -40.00 60.00 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 -40.00 60.00 0.00
}
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MaestraFénix
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Post by MaestraFénix »

One question:

are you see if the model have VALVe skeleton? Because if is not the answer, you need to re-rig the model.

The crash are produced when you include the "male" animations, because the model can´t use the skeleton.
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Post by Wootman »

Oh so I have to add the Valve skeleton to the mesh? Can I use Milkshape 3D for this?
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Post by fug4life »

What engine are you running the sdk on to look at hlmv?
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Post by Wootman »

Source 2009

Anyway I got another error:

Code: Select all

ERROR: bogus bone index
6865 C:\Program Files\Steam\steamapps\sourcemods\obsidian\add-ons\samplayermodel\models\Player\qcsmd/sam.smd :
50 5.218099 -8.916798 34.768093 0.560793 -0.827826 -0.014697 0.987700 -0.300900
ERROR: Aborted Processing on 'Player\sam.mdl'
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