Wootman wrote:Source 2009
Anyway I got another error:
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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'
I find a fix:
http://kathar.net/hl2modding/errors.php
ERROR: bogus bone index (number) (faulty SMD's path) (position of faulty joint)
About:
As the error suggests, there is a faulty joint/bone in your SMD. The only only cause of this I've found so far, is that you have a joint with literally no name, no spaces, no characters etc.
Solution #1:
Import your SMD into your 3d modelling application, locate any joints that have no name (most modelling applications have a listing of all joints in the 'scene' - use it, if you have one), delete them, then re-export your SMD.
Solution #2:
The above method doesn't always work, and as such, you may need to edit the SMD joint names manually. Open up your SMDs with notepad/wordpad, look at the first few lines of the SMD. You will see something like this:
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version 1
nodes
0 "" -1
1 "Screen" -1
end
Inbetween 'nodes' and 'end' is the list of joints. 0 & 1 merely represent the number of that joint/bone (so they can be called upon below, without resulting in probable large file sizes), and the characters inbetween the quotation marks ("") are the name of the joint/bone. As you can see, one of the joints has no name, this is causing our error. Set the joint name to whatever you wish. I will set it to test, now I have something like this:
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version 1
nodes
0 "test" -1
1 "Screen" -1
end
Save the SMD, and try compiling again. If the problem persists, make sure you edit all SMDs that have an 'unnamed' joint/bone.