Model conversion help.

Need help Modeling Props and Physical Objects for your Maps.
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SkyNinja
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Re: Model conversion help.

Post by SkyNinja »

I don't know a lot about errors, or the causes, but from the looks of the QC, it seems that the $collisionjoints is unfinished. Here's the entire collision joints section of a normal biped model:

Code: Select all

$collisionjoints "phymodel.smd" {

	$mass 100.0
	$inertia 2.00
	$damping 0.01
	$rotdamping 0.40
	$rootbone "valvebiped.bip01_pelvis"
	$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_l_calf" 2.00
	$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 -8.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 39.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00

	$jointmassbias "valvebiped.bip01_r_calf" 2.00
	$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 -12.00 126.00 0.00

	$jointmassbias "valvebiped.bip01_r_foot" 4.00
	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -21.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -50.00 57.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -102.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -93.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_l_forearm" 2.00
	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 57.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -19.00 102.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_r_forearm" 2.00
	$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 -120.00 4.00 0.00

	$jointmassbias "valvebiped.bip01_r_hand" 4.00
	$jointconstrain "valvebiped.bip01_r_hand" x limit -120.00 120.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00

	$jointmassbias "valvebiped.bip01_head1" 2.00
	$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_l_hand" 4.00
	$jointconstrain "valvebiped.bip01_l_hand" x limit -120.00 120.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 70.00 0.00

	$jointmassbias "valvebiped.bip01_l_foot" 4.00
	$jointconstrain "valvebiped.bip01_l_foot" x limit -1.00 -1.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00
	$animatedfriction 1.000 1000.000 0.800 0.500 0.000
}
What you have doesn't have any joint settings defined at all... As far as actually setting that up goes, it's beyond me, I've never messed with ragdolls that much. One broken phone model for G-mod is the only time I've ever actually messed with ragdolls.
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AsG1Alligator
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Re: Model conversion help.

Post by AsG1Alligator »

That part is made in hlmv, after the model is first compiled (besides the thing you provided is only usefull when you are working on human-shaped ragdoll)
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AsG1Alligator
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Re: Model conversion help.

Post by AsG1Alligator »

And how's going with the model?
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.

Image

Steam is so f*&(^g annoying.

http://www.radicalplay.com/madcars/egame.html

http://forums.steampowered.com/forums/s ... st23240389
Image
[thumbnail=center]http://i234.photobucket.com/albums/ee10 ... -dance.gif[/thumbnail]
MaestraFénix
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Re: Model conversion help.

Post by MaestraFénix »

AsG1Alligator wrote:And how's going with the model?
No changes, didnt back to work it yet.
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