Hullo, me again. I've been all over the internet, looking for what to do, but finding no help, not from my own thread, to the thread of pros, to steam forums, to even old CS forums can i find any help with compiling.
Heres what I have:
furcap.smd: my model, correctly rigged to bip_head with jigglebones
furcap_idle.smd: the idle model
furcap.vtf :my texture
furcap.vmt: the command thing
furcap.qc: Heres the contents
$cd "C:\Users\######\Desktop\TF2 Stuff\Hats\furcap"
$modelname "player\items\sniper\sniper_domination.mdl"
$scale 1
$body furcap "furcap"
$cdmaterials "\models\player\items\sniper"
$hboxset "default"
$hbox 0 "bip_head" -4.712 -9.009 -5.734 4.712 0.007 4.244
// Model uses material "\models\player\items\sniper\furcap.vmt"
$surfaceprop "wood"
$illumposition 0.349 0.000 80.672
$sequence idle "furcap_idle.smd" fps 30.00
$jigglebone "jiggle1" {
has_base_spring {
stiffness 100
damping 6
left_constraint -20 20
up_constraint -20 20
forward_constraint -20 20
}
}
$jigglebone "jiggle2" {
is_flexible {
yaw_stiffness 100
yaw_damping 3
length 20
yaw_constraint 0 0
}
}
$jigglebone "jiggle3" {
is_flexible {
yaw_stiffness 100
yaw_damping 3
length 20
yaw_constraint 0 0
}
}
$jigglebone "jiggle4" {
is_flexible {
yaw_stiffness 100
yaw_damping 3
length 20
yaw_constraint 0 0
}
}
the ##### is my name.
when compiled with GUI studioMDL i get:
[Performing Sanity Check]
QC file loaded...PASS
Can read QC...PASS
Can find studiomdl.exe...PASS
Can build command line...PASS
All tests passed!
[Compiling QC file - "furcap.qc"]
[Compiler output follows]
entering C:\Users\ALEXIS\Desktop\TF2STU~1\Hats\furcap\furcap.qc
grabbing C:\Users\ALEXIS\Desktop\TF2 Stuff\Hats\furcap/furcap.smd
************ ERROR ************
bad command $cdmaterials
[Compiler execution completed]
I know $cdmaterials is a command. If i get rid of it, it just says the next command is bad, and so on, and so on. The .qc is correctly formatted as AISN.
when I try regular studioMDL it tells me (filepath)studio.exe is not an internal or external command.
when i use notpad++ and do the F6 command
"C:\Program Files (x86)\Steam\steamapps\mjr0celot\sourcesdk\bin\ep1\bin\studiomdl.exe"
"$ C:\Users\ALEXIS\Desktop\TF2 Stuff\ Hats\furcap\furcap.qc "
it said this in console
"C:\Program Files (x86)\Steam\steamapps\mjr0celot\sourcesdk\bin\ep1\bin\studiomdl.exe"
Process started >>>
<<< Process finished.
"$ C:\Users\ALEXIS\Desktop\TF2 Stuff\ Hats\furcap\furcap.qc "
CreateProcess() failed
================ READY ================
it strarted, then it froze and said studiomdl.exe stoped working in a popup. Repeated tries gives the same results for each. If you need anythign to help me I'll be happy to provide with screen shots etc. Thanks for taking the time to read this, and hopefully help me.
1Fort 2Fort
Replies
Micro27
ive used studioMDL, GUI studioMDL and the Notepad++ methode where you use F6 command. Did you read my post? I put the error message I got from it in there.
$model "body" furcap.smd"
okay. Lemme try that, but i was using $body because it said %model was invalid.
Thanks Buck, its okay, just saying that is nice ^_^.
EDIT:
Didn't work Spark, I got errored Doesnt like model.
now says
$body "body" furcap
if i put furcap.smd it says error, furcap.smd.smd doesnt exist.
The error mesage now is bad command $cdmaterials
like this? :From old steam post
I dont know how to change it.
When you first open up Source SDK, it's under "Utilities".
just stick it on there.
ex.
$cdmaterials "\models\player\items\sniper"
$cdmaterials "models\player\items\sniper"
Pogo hold on, I want to lear what i did jacked so i can learn how to do it right
Contrails, Same error still, bad command $cdmaterials
Fragus, im compileing it.
Contrails, yeah. What he ment.
Anyone know of another compiler?
PS i have vista.
put .qc in studioMDL
WARNING: AppFramework : Unable to load module p4lib.dll!
ERROR: missing all bones in file c:users\....furcap.smd
WARNING: Leaking 1 elements.
I know theres 1 bip_head bone in the smd, and some jiggles, root\jiggle1\jiggle2\jiggle3 and i think a 4th jiggle. T_T
Im out for tonight, but keep commeting, ill get back to ya. ANY SUGGESTIONS ARE WELCOME, please recomment another compiler if you can.
Hers my steam name, for IM, its faster,
1Fort 2Fort Red Fort Blu Fort
BREAK THROUGH: My .smd files are 0 kb, ill try re-exporting them again. Keep at the help guys, refreshing sdk I think is working. Not quit done, but this is great.
THANKS!
Just trying to get a little more info on your problem...when you export, you do export the bones as well? And are they linked (if necessary)?
Also, in your sourcesdk/bin/orangebox/bin folder, is there a file called gameinfo.txt? If not, go into your ep1/bin folder, copy it, and paste one into your orange box bin. I think I had an error similar to this after one of the TF2 updates.
bip_head>root>jiggle1>jiggle2>jiggle3>jiggle4
I dont have any gameinfo.txt, but I do have gameconfig.txt
I've went through another exporter, and this one says "\xfc" isnt a character in ASCII. WTF. Why am I getting so many problems. What did I do wrong??
This is what it says about my hat
Attubute Error: Bones
Btw make sure the mesh is parented the the armature and that the mesh has the armature modifier. (if it says real-time just apply it to change it to the armature modifier).
Look through your HL2 and Ep 1 bin folders, hopefully it's in there somewhere. You'll want to put it in your Orange Box bin folder, since that's where you're compiling to. Not having that in place is likely causing at least some of your problems.
Unfortunately, I use Max to export my .smds, so I'm not too sure about the other errors you're having. Good luck with it.
Especially Ep1
Run source SDK once
Also in source SDK update all content AFTER you run the games.
its the file, not the exporter because it exported my bowie fine.
I dont want to get 3ds max, it costs money.
it was parented to armature, i used the from heat option in the corect order
Still havent found that gameinfo.txt file, but i dont think its the problem.
I olny have to source games, portal and team fortress.
now i have to hunt for that.
GCFScape still cant read the team fortress 2 content file. It reads all of the other files. Ive refreshed source, reset my computer and have pretty much been ticked off over this whole thing.
And I looked in the file..and there it was! My bowie compiled!
HO SHIZ I GOT IT IN THE HALF LIFE MODEL VIEWER! I CANT BELIEVE I DID IT! Now to fix the texture....
Just because I did this doesnt mean we're done here, I still cant get furcap working. Im happy for now.
Note: While playing in game with it, it appears as a tinny textureless item. so small. so very small. Like a flee sized thing. Going to go change the scale.
You can adjust the scale and position pretty simply by importing the weapon it's based off of for a reference, and placing your weapon in its position before exporting it. If it's a hat, you'll need to have your model rigged to the bone for the character's head and use the $bonemerge command in your .qc file.
As for the textures, I noticed that your .qc didn't specify the actual .vmts. You might want to try this:
I had to go through all of this frustration when I did my first .qcs, which were for characters. I know it's such a pain, so I'm happy to help out other people as much as possible. Anyway, you should try the $bonemerge <bone> command. What that does is find the bone in your model and the original model that have the same name (presumably the head) and merge them into the same position.
Oh, I forgot about bone merge. Well, the good thing is, I got the knife facing the right way, hes just holding the blade instead of the handle, otherwise its good. BTW, I dont think I did the texture command right.
Hmm, you actually might not need that if you don't have multiple skins for the model. Lol. Although, when textures don't show up, there could be a lot of reasons for it.
In Max, for example, you have to have the .tga's applied in a multi-sub object when you export. I'm not sure what software you're using, so the steps are probably different. But make sure the textures you have on the model when you export it are the ones you are using in your game folders.
Also, you can rotate the bones if you need to. I had to do that with the medals with my female TF2 models, so that I could put them wherever I wanted and have them face the right way.
Hmmm, I have the TGA applied in blender. Lemme see what I can do.
I did rotate em, the only problem now is that the knife hangs down a bit buut I think I just fixed that.
Can you post your .vmt?
Ooohhhh. I see....I shoulda put it to direct to matirials....I think thats where your going.
"$basetexture" "model/weapons/c_models/bowie/bowie.vtf" (adding .vtf is not neccessary)
and make sure you put the bowie.vtf in C:/program files/steam/steamapps/accountnamedur/team fortress/tf/material/model/weapons/c_models/bowie/
What program are you rigging with?