Tutorial - How to convert models to OC player models.
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
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'.
fug's Obsidian files
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'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
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- Polygon
- Posts: 20
- Joined: Mon May 31, 2010 2:35 am
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.
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'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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- Polygon
- Posts: 20
- Joined: Mon May 31, 2010 2:35 am
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.
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.
win merge or something? to compare smds?
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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- Team Member
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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:
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"}
}
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.
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 $cdmaterials "models\player\Female\" <-check the oc directory to check where the eyeball.vmt is kept. the path might be:
"models\player\Female\group01orsomething"
Well, I'd definately try the last thing i suggested first.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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Nothing, none of your tips work.
eyeball_r.vmt:
eyeball_l.vmt:
eye-iris.vtf
No exist eyeball_r.vtf, eyeball_l.vtf and eye-iris.vmt. I tried creating a vmt to eye-iris, renaming eye-iris to eyeball_r, eyeball_l and none, not work.
This is the model (with materials and the model decompilated):
http://www.mediafire.com/?z1hetuhnmwy
Any solution?
eyeball_r.vmt:
Code: Select all
"EyeRefract"
{
"$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"
{
}
}
}
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"
{
}
}
}
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?
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
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
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Everytime I load my model in HLMV, HLMV crashes.
Heres my .QC:
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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What engine are you running the sdk on to look at hlmv?
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
Source 2009
Anyway I got another error:
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'