Tutorial - How to convert models to OC player models.

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

Wootman wrote: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'
????????

Welcome to the strange errors of compiling a model.

bogus is the name of one of the bones that have the model?
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MaestraFénix
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Post by MaestraFénix »

Wootman wrote: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'
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:

Code: Select all

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:

Code: Select all

 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.
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MaestraFénix
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Re: Tutorial - How to convert models to OC player models.

Post by MaestraFénix »

Hello again, i have a new fix for make playermodels if you do it from Ragdolls.

Paste this in the .qc:

Code: Select all

$poseparameter move_yaw -180.00 180.00
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00


$attachment "grenade0" "ValveBiped.Bip01_Spine" 5.99 0.39 7.59 rotate 76.91 71.22 57.14
$attachment "grenade1" "ValveBiped.Bip01_Spine" 6.24 -2.34 6.66 rotate 62.97 100.42 87.46
$attachment "grenade2" "ValveBiped.Bip01_Spine" -0.35 2.21 -8.34 rotate -75.89 92.68 95.17
$attachment "grenade3" "ValveBiped.Bip01_Spine" 1.22 -1.11 -7.34 rotate -78.22 82.38 102.13
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 0.05 3.84 -6.30 rotate 0.08 -2.59 79.96
$attachment "primary" "ValveBiped.Bip01_Spine2" 10.44 -5.10 -4.88 rotate -11.71 179.79 3.52
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0.00 1.22 -6.66 rotate -73.06 90.93 179.75
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 5.36 0.02 4.90 rotate 8.31 -91.56 99.67
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.20 -0.00 rotate -0.00 0.00 -0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.20 0.00 rotate 0.00 0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" -0.00 -0.00 -0.00 rotate 0.00 -0.00 -0.00
Not always works, and with this, is not guaranteed at 100%. But at least you´ll have one more chance to try.
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AsG1Alligator
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Re: Tutorial - How to convert models to OC player models.

Post by AsG1Alligator »

Thanks to this tutorial i made a vortigaunt playermodel... BY MYSELF!
John Freeman looked at the ground and found a WEPON! So he picked it up and fired it at zombie goasts... in front of a house.

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http://forums.steampowered.com/forums/s ... st23240389
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MaestraFénix
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Re: Tutorial - How to convert models to OC player models.

Post by MaestraFénix »

Hello again, this time is for add a better way to make the GUI images to select the playermodels in game using Paint.Net:

1: Get the image (you know, "impr. pant" or another ways to take a photo of your model).

2: Prepare the image. If you are used "impr. pant", use the rectangule selection and select "cut selected". Only will have the image that it was inside of the rectangule. Use the "wand" tool and put the tolerancy level to 10% or less. Delete everything that surround the model.

3: Go to "Image" and select "change size". Deactivate "keep relation size" and set the image in 200x200.

4: Go to "Image" and select "change canvas size". Set 256x256 and select "upper left position".

5: Save the image in .tga format with the name of the model.

6: Drag and drop the .tga file into VTFedit. Press "ok" and save as .vtf format. Must have the same name of the model.

7: Create the .vmt coping another .vmt from the materials/VGUI/playermodels/Player folder if you don´t want write it, change the directory of the image and put it in materials/VGUI/playermodels/Player.

8: Sucess


I decided post this here because the "Paint.Net" method is wrong, and because i always forget following this way.
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Re: Tutorial - How to convert models to OC player models.

Post by MaestraFénix »

This tutorial is outdated. The new is in the wiki:

http://wiki.obsidianconflict.net/?title ... ayermodels

Anyway, if you have problems making a playermodel, post here your problem.
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Re: Tutorial - How to convert models to OC player models.

Post by Kafei88 »

Anyway I can make them into Gmod player models?
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Re: Tutorial - How to convert models to OC player models.

Post by Gary »

Kafei88 wrote:Anyway I can make them into Gmod player models?
Find out what GMOD player model has all the animations. And "$include" them instead of the OC ones.
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Re: Tutorial - How to convert models to OC player models.

Post by camper1170 »

well rgar helped alot thanks man :mj:
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