Tutorial - How to convert models to OC player models.

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

You also have that suspicion? :p I can't be bothered to look in oc since I don't feel like starting oc just to see if it does. And besides, it'll give me something to compare with.

No there is only one $cdmaterials:

Code: Select all

$cdmaterials "models\Player\Zerosuit\"
Besides, the .qc says this:

Code: Select all

// Model uses material "Fit_Nsam_pony.vmt"
// Model uses material "Fit_Nsam_atama.vmt"
// Model uses material "Fit_Nsam_kao.vmt"
// Model uses material "Fit_Nsam_koutoubu.vmt"
// Model uses material "Fit_Nsam_matsuge.vmt"
// Model uses material "Fit_Nsam_maegami.vmt"
// Model uses material "Eyeball_right.vmt"
// Model uses material "Eyeball_left.vmt"
// Model uses material "Fit_Nsam_body.vmt"
It's the only one and I told you that I use the alyx replacement one. It's not supposed to be used in gmod but in EP2.
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Post by fug4life »

You still need to add $cdmaterials models\player\Male

You may have the .vmt but I bet the .vtf the .vmt points to is nowhere to be seen.

So you either copy paste the eyeball vtf & vmt from male to your model and correct the vmt. Or you let the model find it from the other included material path.

And you want this as a player model right?
So delete the $includemodel alyx stuff.
I'd just keep the $include model cs_fix and maybe the global thing, but you need to make sure you catually have the models that you are including and they need to be found in your obsidian directory.

But end of the day, I try with just the basic needed for player model, delete the rest of the $include model stuff
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Post by Datastream »

I assume you're talking about models\player\Female since it's a female model.
I did point all the vmt's correctly. I'm gonna try with just adding models\player\Female

I have also deleted all the $includemodel except for the basic stuff. I couldn't find any cs_fix.mdl and global_shared.mdl in the obsidian directory so I decided to remove those too.

Update:
Adding $cdmaterials "models\player\Male\" or $cdmaterials "models\player\Female\" doesn't work. I'm gonna go thru all the vmt's again but I thought they were correct.

These seem to be alright because the place they are in is called: C:\Program Files\Steam\steamapps\SourceMods\obsidian\materials\models\Player\Zerosuit

Code: Select all

"vertexlitgeneric"
{
	"$baseTexture" "models\Player/Zerosuit/Fit_Nsam_pony"
	"$bumpmap" "models\Player/Zerosuit/Fit_Nsam_pony_normal"
        "$model" 1
	"$halflambert" 1
	"$alphatest" 1
	"$nodecal" 1
	"$nocull" 1
	"$phong" "1"
	"$ambientocclusiontexture" "models/Player/Zerosuit/flat2"
 	"$phongexponent" 10
	"$phongexponenttexture" "models/Player/Zerosuit/flat2"
	"$phongboost"	"4"
	"$phongfresnelranges"	"[0.03 0.015 0.01]"
}

Code: Select all

"eyes"
{
	"$baseTexture" "models\Player/Zerosuit/Eyeball_right"
	"$iris" "models\Player/Zerosuit/rightiris"
	"$halflambert" 1
	"$nodecal" 1
}

Code: Select all

"Eyeball"
{
	"$baseTexture" "models\Player/Zerosuit/rightiris"
	"$halflambert" 1
	"$nodecal" 1
}

[edit]

After some thought I figured that in the code:

Code: Select all

     eyeball righteye ValveBiped.Bip01_Head1 -1.300 -3.100 65.160 eyeball_r 1.000  3.100 Fit_Nsam_pony 1.300
     eyeball lefteye ValveBiped.Bip01_Head1 1.300 -3.100 65.160 eyeball_l 1.000  -3.100 Fit_Nsam_pony 1.300
eyeball_r and eyeball_l should be Eyeball_right and Eyeball_left?


[edit2]
Well that did the trick.
I don't know why but those two were wrong. The compiler gives a much longer log now and no errors. I'll be back!

[edit3]
Well dick shitting nipples, the model viewer won't show the model! And if I click on the tab "physics" it does show but way to high.
Other models show up fine.
When I go to the "Model" tab it says this:
Image

So I opened the alyx.mdl and it did show up fine but also said Model is: transparent.
Last edited by Datastream on Wed Feb 10, 2010 8:11 pm, edited 1 time in total.
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Post by fug4life »

eyeball righteye ValveBiped.Bip01_Head1 -1.300 -3.100 65.160 eyeball_r 1.000 3.100 Fit_Nsam_pony 1.300


No, I'd say you have to keep them as eyeball_r rather 'right' as that is what the file names are.

Ok, you can try add .vmt here:

eyeball righteye ValveBiped.Bip01_Head1 -1.300 -3.100 65.160 eyeball_r.vmt 1.000 3.100 Fit_Nsam_pony 1.300

Also if your adding $cdmaterials blah\blah

Your see a section something like:

Model uses material blah\blaheyeball_r

You may be able to add \player\male instead of humans\male, its normally above the $includemodel lines
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Post by fug4life »

Sometimes if you can't see the model you A). may have compiled in GUIstudio model in Ep1 mode (infact ignore that, this should crash mdl viewer).

Scratch that can you post the .qc file for me to look at? Its either not liking having one of the $include models removed or one needs removing.

let me have a look...


Edit and check the original download file see if the models that qc wants you to include are there in the file. e.g the cs and global ones
Last edited by fug4life on Wed Feb 10, 2010 8:17 pm, edited 1 time in total.
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Post by Datastream »

Here is the .qc: I change my name though! Replace by %name%!!

Code: Select all

$cd "C:\Documents and Settings\%name%\Bureaublad\Models_d"
$modelname "player\Zerosuit.mdl"
$model "studio" "Samlyx.smd" {
     flexfile "mdldecompiler_expressions.vta" {
          flex "right_lid_raiser" frame 5
          flex "left_lid_raiser" frame 6
          flex "right_lid_tightener" frame 7
          flex "left_lid_tightener" frame 8
          flex "right_lid_droop" frame 9
          flex "left_lid_droop" frame 10
          flex "right_lid_closer" frame 11
          flex "left_lid_closer" frame 12
          flex "Blink" frame 13
          flex "right_inner_raiser" frame 14
          flex "left_inner_raiser" frame 15
          flex "right_outer_raiser" frame 16
          flex "left_outer_raiser" frame 17
          flex "right_lowerer" frame 18
          flex "left_lowerer" frame 19
          flex "right_cheek_raiser" frame 20
          flex "left_cheek_raiser" frame 21
          flex "wrinkler" frame 22
          flex "dilator" frame 23
          flex "right_upper_raiser" frame 24
          flex "left_upper_raiser" frame 25
          flex "right_corner_puller" frame 26
          flex "left_corner_puller" frame 27
          flex "right_corner_depressor" frame 28
          flex "left_corner_depressor" frame 29
          flex "sneer_left" frame 30
          flex "right_cheek_puffer" frame 31
          flex "left_cheek_puffer" frame 32
          flex "chin_raiser" frame 33
          flex "right_puckerer" frame 34
          flex "left_puckerer" frame 35
          flex "right_funneler" frame 36
          flex "left_funneler" frame 37
          flex "jaw_drop" frame 38
          flex "NULL" frame 39
     }
     eyeball righteye ValveBiped.Bip01_Head1 -1.300 -3.100 65.160 Eyeball_right 1.000  3.100 Fit_Nsam_pony 1.300
     eyeball lefteye ValveBiped.Bip01_Head1 1.300 -3.100 65.160 Eyeball_left 1.000  -3.100 Fit_Nsam_pony 1.300
     // 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 1 -0.400000 neutral 1 0.000000 raiser 1 0.500000 split 0.1 eyeball righteye
     // eyelid  lower_right "mdldecompiler_expressions.vta" lowerer 3 -0.500000 neutral 3 0.000000 raiser 3 0.500000  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 2 -0.400000 neutral 2 0.000000 raiser 2 0.500000 split -0.1 eyeball lefteye
     // eyelid  lower_left "mdldecompiler_expressions.vta" lowerer 4 -0.500000 neutral 4 0.000000 raiser 4 0.500000  split -0.1 eyeball lefteye
     flexcontroller eyelid right_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid left_lid_raiser "range" 0.000 1.000
     flexcontroller eyelid right_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid left_lid_tightener "range" 0.000 1.000
     flexcontroller eyelid right_lid_droop "range" 0.000 1.000
     flexcontroller eyelid left_lid_droop "range" 0.000 1.000
     flexcontroller eyelid right_lid_closer "range" 0.000 1.000
     flexcontroller eyelid left_lid_closer "range" 0.000 1.000
     flexcontroller eyelid Blink "range" 0.000 1.000
     flexcontroller brow right_inner_raiser "range" 0.000 1.000
     flexcontroller brow left_inner_raiser "range" 0.000 1.000
     flexcontroller brow right_outer_raiser "range" 0.000 1.000
     flexcontroller brow left_outer_raiser "range" 0.000 1.000
     flexcontroller brow right_lowerer "range" 0.000 1.000
     flexcontroller brow left_lowerer "range" 0.000 1.000
     flexcontroller nose right_cheek_raiser "range" 0.000 1.000
     flexcontroller nose left_cheek_raiser "range" 0.000 1.000
     flexcontroller nose wrinkler "range" 0.000 1.000
     flexcontroller nose dilator "range" 0.000 1.000
     flexcontroller mouth right_upper_raiser "range" 0.000 1.000
     flexcontroller mouth left_upper_raiser "range" 0.000 1.000
     flexcontroller mouth right_corner_puller "range" 0.000 1.000
     flexcontroller mouth left_corner_puller "range" 0.000 1.000
     flexcontroller mouth right_corner_depressor "range" 0.000 1.000
     flexcontroller mouth left_corner_depressor "range" 0.000 1.000
     flexcontroller mouth sneer_left "range" 0.000 1.000
     flexcontroller mouth right_cheek_puffer "range" 0.000 1.000
     flexcontroller mouth left_cheek_puffer "range" 0.000 1.000
     flexcontroller mouth chin_raiser "range" 0.000 1.000
     flexcontroller phoneme right_puckerer "range" 0.000 1.000
     flexcontroller phoneme left_puckerer "range" 0.000 1.000
     flexcontroller phoneme right_funneler "range" 0.000 1.000
     flexcontroller phoneme left_funneler "range" 0.000 1.000
     flexcontroller phoneme jaw_drop "range" 0.000 1.000
     flexcontroller phoneme NULL "range" 0.000 1.000
    %right_lid_raiser =  right_lid_raiser
    %left_lid_raiser =  left_lid_raiser
    %right_lid_tightener =  right_lid_tightener
    %left_lid_tightener =  left_lid_tightener
    %right_lid_droop =  right_lid_droop
    %left_lid_droop =  left_lid_droop
    %right_lid_closer =  right_lid_closer
    %left_lid_closer =  left_lid_closer
    %Blink =  Blink
    %right_inner_raiser =  right_inner_raiser
    %left_inner_raiser =  left_inner_raiser
    %right_outer_raiser =  right_outer_raiser
    %left_outer_raiser =  left_outer_raiser
    %right_lowerer =  right_lowerer
    %left_lowerer =  left_lowerer
    %right_cheek_raiser =  right_cheek_raiser
    %left_cheek_raiser =  left_cheek_raiser
    %wrinkler =  wrinkler
    %dilator =  dilator
    %right_upper_raiser =  right_upper_raiser
    %left_upper_raiser =  left_upper_raiser
    %right_corner_puller =  right_corner_puller
    %left_corner_puller =  left_corner_puller
    %right_corner_depressor =  right_corner_depressor
    %left_corner_depressor =  left_corner_depressor
    %sneer_left =  sneer_left
    %right_cheek_puffer =  right_cheek_puffer
    %left_cheek_puffer =  left_cheek_puffer
    %chin_raiser =  chin_raiser
    %right_puckerer =  right_puckerer
    %left_puckerer =  left_puckerer
    %right_funneler =  right_funneler
    %left_funneler =  left_funneler
    %jaw_drop =  jaw_drop
    %NULL =  NULL
}
$cdmaterials "models\Player\Zerosuit\"
$cdmaterials "models\player\Male\"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -2.250  -5.000  -3.150  7.250  5.000  3.350
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -0.810  -2.250  -3.050  11.190  2.750  1.200
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.250  -1.880  -2.000  11.750  1.620  1.000
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.070  -1.500  6.000  0.680  3.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.500  -2.250  -1.250  11.500  2.750  2.750
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.820  -1.900  -1.150  11.180  1.600  1.850
$hbox 5 "ValveBiped.Bip01_R_Hand" -0.500  -1.130  -3.250  5.500  0.630  1.750
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.500  -3.500  -3.250  17.500  4.500  3.250
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.740  -2.350  -2.150  17.740  3.650  2.350
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.000  -1.800  -1.450  6.000  3.200  2.050
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.170  -1.500  -1.300  2.570  0.300  1.700
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.500  -3.500  -3.000  17.500  4.500  3.000
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.740  -2.350  -2.350  17.740  3.650  2.150
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.000  -1.750  -2.150  6.000  3.250  1.350
$hbox 7 "ValveBiped.Bip01_R_Toe0" 0.000  -1.380  -1.630  2.740  0.380  1.630
$hbox 3 "ValveBiped.Bip01_Pelvis" -5.250  -3.880  -6.250  5.750  4.120  3.750
$hbox 3 "ValveBiped.Bip01_Spine1" -4.500  -2.000  -4.980  3.500  6.000  4.970
$hbox 2 "ValveBiped.Bip01_Spine2" -0.500  -2.500  -6.000  10.500  7.500  6.000
// Model uses material "Fit_Nsam_pony.vmt"
// Model uses material "Fit_Nsam_atama.vmt"
// Model uses material "Fit_Nsam_kao.vmt"
// Model uses material "Fit_Nsam_koutoubu.vmt"
// Model uses material "Fit_Nsam_matsuge.vmt"
// Model uses material "Fit_Nsam_maegami.vmt"
// Model uses material "Eyeball_right.vmt"
// Model uses material "Eyeball_left.vmt"
// Model uses material "Fit_Nsam_body.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 2.72 -3.33 -0.01 rotate 0.00 -80.10 -90.00
$attachment "lefteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 -1.30 rotate 0.00 -80.10 -90.00
$attachment "righteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 1.31 rotate 0.00 -80.10 -90.00
$attachment "nose" "ValveBiped.Bip01_Head1" 1.70 -5.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.20 -4.90 -0.00 rotate 0.00 -80.00 -90.00
$attachment "amulet" "ValveBiped.Bip01_Spine4" 0.30 5.00 0.00 rotate -0.00 90.00 90.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -4.00 4.00 -0.00 rotate -0.00 83.00 90.00
$attachment "hips" "ValveBiped.Bip01_Pelvis" 0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "lefthand" "ValveBiped.Bip01_L_Hand" 3.50 -0.50 -0.00 rotate 0.00 -0.00 0.00
$attachment "righthand" "ValveBiped.Bip01_R_Hand" 3.50 -0.50 -0.00 rotate -0.00 0.00 -0.00
$attachment "pouch1" "ValveBiped.Bip01_Pelvis" 5.50 1.00 2.00 rotate -90.00 -90.00 0.00
$attachment "pouch2" "ValveBiped.Bip01_Pelvis" 6.50 0.50 -2.00 rotate -90.00 -90.00 0.00
$attachment "physgun_attachment" "ValveBiped.physgun_attachment" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "emp" "ValveBiped.Anim_Attachment_RH" -0.00 0.00 5.00 rotate -90.00 -90.00 0.00
$attachment "emp_LH" "ValveBiped.Anim_Attachment_LH" 0.00 -0.00 5.00 rotate -90.00 -90.00 0.00
$attachment "Emp_Holster" "ValveBiped.Bip01_Pelvis" -6.44 2.22 -1.95 rotate -1.37 -103.07 90.28
$attachment "R_shoulderBladeAim" "ValveBiped.Bip01_Spine" 2.62 -2.00 -3.22 rotate 0.00 -0.00 0.00
$attachment "L_shoulderBladeAim" "ValveBiped.Bip01_Spine" 2.62 -2.00 3.15 rotate 0.00 -0.00 0.00
$attachment "forward" "ValveBiped.forward" -0.00 -0.00 -0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$includemodel "player/female_shared.mdl"
$includemodel "player/female_gestures.mdl"
$includemodel "player/female_shared.mdl"
$includemodel "player/female_postures.mdl"
$includemodel "player/female_ss.mdl"
$includemodel "player/female_anims.mdl"
$surfaceprop "flesh"
$keyvalues  { dynamic_interactions { "alyx_v_zombie_180deg_64" { "trigger" "auto_in_combat" "origin_relative" "64 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_MELEE" "delay" "10.0" "needs_weapon" "ME" "weapon_mine" "weapon_alyxgun"  } "alyx_v_zombie_shotgun_180deg_64" { "trigger" "auto_in_combat" "origin_relative" "64 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" "delay" "20.0" "needs_weapon" "ME" "weapon_mine" "weapon_shotgun"  } "alyx_v_zombie_shotgun_180deg_26" { "trigger" "auto_in_combat" "origin_relative" "50 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN26" "delay" "5.0" "needs_weapon" "ME" "weapon_mine" "weapon_shotgun"  } "alyx_v_headcrab_stomp" { "trigger" "auto_in_combat" "origin_relative" "36 0 0" "sequence" "alyx_headcrab_stomp" "delay" "10.0"  } "alyx_v_antlion_fight1" { "trigger" "auto_in_combat" "origin_relative" "82 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ANTLION" "delay" "10.0" "needs_weapon" "ME" "weapon_mine" "weapon_alyxgun"  } "alyx_v_torso_fight" { "trigger" "auto_in_combat" "origin_relative" "58 0 0" "angles_relative" "0 180 0" "sequence" "alyx_torso_fight1" "delay" "10.0" "needs_weapon" "ME"  } "alyx_citizen_handshake" { "origin_relative" "38 0 0" "angles_relative" "0 180 0" "sequence" "Handshake_Alyx_Female" "origin_max_delta" "2"  }  } } 
$illumposition -0.144 0.712 34.730
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 60.0
	$inertia 5.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -50.00 48.00 0.04
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -19.00 70.00 0.04
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -79.00 73.00 0.04

	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit 0.00 133.00 0.04

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -39.00 39.00 0.04
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -59.00 23.00 0.04
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -84.00 66.00 0.04

	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit 0.00 131.00 0.04

	$jointconstrain "valvebiped.bip01_l_foot" x limit -23.00 23.00 0.04
	$jointconstrain "valvebiped.bip01_l_foot" y limit -28.00 28.00 0.04
	$jointconstrain "valvebiped.bip01_l_foot" z limit -46.00 46.00 0.04

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.04
	$jointconstrain "valvebiped.bip01_spine2" y limit -26.00 26.00 0.04
	$jointconstrain "valvebiped.bip01_spine2" z limit -39.00 68.00 0.04

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -64.00 64.00 0.04
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -26.00 122.00 0.04
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -122.00 50.00 0.04

	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 1.00 0.04

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -64.00 64.00 0.04
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -122.00 28.00 0.04
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -100.00 59.00 0.04

	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.04
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 0.00 0.04

	$jointconstrain "valvebiped.bip01_l_hand" x limit -68.00 68.00 0.04
	$jointconstrain "valvebiped.bip01_l_hand" y limit -37.00 41.00 0.04
	$jointconstrain "valvebiped.bip01_l_hand" z limit -44.00 70.00 0.04

	$jointconstrain "valvebiped.bip01_head1" x limit -61.00 61.00 0.04
	$jointconstrain "valvebiped.bip01_head1" y limit -44.00 44.00 0.04
	$jointconstrain "valvebiped.bip01_head1" z limit -32.00 50.00 0.04

	$jointconstrain "valvebiped.bip01_r_hand" x limit -75.00 93.00 0.04
	$jointconstrain "valvebiped.bip01_r_hand" y limit -37.00 32.00 0.04
	$jointconstrain "valvebiped.bip01_r_hand" z limit -48.00 66.00 0.04

	$jointconstrain "valvebiped.bip01_r_foot" x limit -23.00 23.00 0.04
	$jointconstrain "valvebiped.bip01_r_foot" y limit -23.00 23.00 0.04
	$jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 57.00 0.04
}
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Post by fug4life »

Model uses material "Eyeball_left.vmt" <--did you edit this or this was how it was, and your saying the actual textures were included with the model when you downloaded? and are named like this?

You could try renaming the vmt and vtf back to eyeball_r & l if your still having troubles with eyes

Then you can remove the $cd materials male, my apologies.

As for the rest,

It could be possible that all the keyvalues that refer to alyx are causing your troubles now, you can get the eye ok now?

I'd delete:

Code: Select all

$keyvalues  { dynamic_interactions { "alyx_v_zombie_180deg_64" { "trigger" "auto_in_combat" "origin_relative" "64 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_MELEE" "delay" "10.0" "needs_weapon" "ME" "weapon_mine" "weapon_alyxgun"  } "alyx_v_zombie_shotgun_180deg_64" { "trigger" "auto_in_combat" "origin_relative" "64 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" "delay" "20.0" "needs_weapon" "ME" "weapon_mine" "weapon_shotgun"  } "alyx_v_zombie_shotgun_180deg_26" { "trigger" "auto_in_combat" "origin_relative" "50 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN26" "delay" "5.0" "needs_weapon" "ME" "weapon_mine" "weapon_shotgun"  } "alyx_v_headcrab_stomp" { "trigger" "auto_in_combat" "origin_relative" "36 0 0" "sequence" "alyx_headcrab_stomp" "delay" "10.0"  } "alyx_v_antlion_fight1" { "trigger" "auto_in_combat" "origin_relative" "82 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ANTLION" "delay" "10.0" "needs_weapon" "ME" "weapon_mine" "weapon_alyxgun"  } "alyx_v_torso_fight" { "trigger" "auto_in_combat" "origin_relative" "58 0 0" "angles_relative" "0 180 0" "sequence" "alyx_torso_fight1" "delay" "10.0" "needs_weapon" "ME"  } "alyx_citizen_handshake" { "origin_relative" "38 0 0" "angles_relative" "0 180 0" "sequence" "Handshake_Alyx_Female" "origin_max_delta" "2"  }  } } 
And see what that does...
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Post by fug4life »

I'm going offline for the evening to do somework , got a fire downstairs is warmer.

If you still wont work by end of the night PM the model in its original state, I'll have a go.
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Post by Datastream »

The names and comments were already there. Eyeball_left.vmt is the original name and all the others too. I'll try removing the keyvalues first. Then the renaming.
No change in any way.

I'm gonna pm you the link. Please download it and then do what you gotta do. See if you can make anything out of it since I can't.
Last edited by Datastream on Wed Feb 10, 2010 8:34 pm, edited 1 time in total.
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Post by fug4life »

And you've tried adding .vmt to the two lines I said?

Also i'm dl model from gmod.org now, will look at it in the morning.
Until then good luck!
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Post by Datastream »

I'm at school right now but while searching the web I found out that maybe it's caused by no mesh stuff in the SMD itself. I don't know what it means but I'll just fidget around at home.

"My model won't show up in HLMV
Try wireframe mode. If you see your model in wireframe mode, it's possibly your texture that has a problem. See "My textures won't show up. It's just black" below. If you can't see anything in wireframe, open your reference .SMD with Notepad. Make sure it contains mesh information. "

http://developer.valvesoftware.com/wiki ... g_Modeling
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Post by fug4life »

Well, I'm sort of tide down with my own stuff, trying to gte it done before I go on holiday (Sunday). I did take a quick peek at the model, but haven't done anything. I'll have ago next week, when I get back.
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Lucky9Two
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Helped Me!

Post by Lucky9Two »

It worked for me up until the vgui icon part. I use GiMP, so it took me a while to figure out why my game kept crashing.

Other than that minor speedbump, Solid!
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Post by MaestraFénix »

Hey people i find a thing that can be very useful:

If you have a CSS model and you want convert it a playermodel, go to mdldecompiler.qc and:

delete this line:

$ikchain ikclip ValveBiped.weapon_bone_Clip knee 0.707 -0.707 0.000

or if you find this:

Eyelid "lower_right" neutral out of range (+-0.5)

Then remove the line that says that, and the numbers for it below.


If it says: unknown flex AU27ZR

Then remove the flex at the end of the flex data just above the $lod stuff and one of the parentheses at the end of the line

I find this here: http://www.facepunch.com/showthread.php?t=764320
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Post by DrHeadhumper »

I am trying to make a vortigaunt player model. I had to change the bone names to make it animate. However, it is extremely mangled:

Image

How can I fix this so that when idle the legs are straight as possible, feet flat on floor, head not upside down, etc?

Note: There are 2 neck bones and 3 leg bones on the vort, so I set the first neck bone as a valid bone, and left the center leg bone as invalid.

Note2: I think some of the problems are due to the lack of certain bones.
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