Heya folks... I've been working with Maya for a while now, but this is my first time trying to compile a model for the Source engine... Specifically, I'm trying to create an item with jigglebones for TF2. The issue I'm having is that when I use Prall's exporter to compile, it gives me a .qc, a _phy.smd, and an _idle.smd, but nothing else (expecting a 'modelname.smd' as well, it doesn't show up).
Anyhow, if there's anyone out there who can help me troubleshoot the exporting issues, I'd greatly appreciate it. Also, if anyone has any helpful tips about using jigglebones, I'd be glad to hear those, too.
Replies
Anyone familiar with that lovely error? Any idea what I'm doing wrong?
Can you post your .qc file?
That's all very possible... I'm also worried that I might be using the wrong version of GUIStudioMDL, since I was forced to download it from a different site than the tutorial mentioned. See, I'm kind of blindly following the tutorial since I've never tried to do anything like this before, so I'm aware that nearly anything could go wrong. Anyhow, here's the code from the .qc file:
$modelname "pocket_medic/pocket_medic4export.mdl"
$scale 1
$surfaceprop "carpet"
$keyvalues { "prop_data" { "base" "Cloth.Small" } }
$body "Body" "pocket_medic4export"
$sequence idle "pocket_medic4export_idle" loop fps 1
$collisionmodel "pocket_medic4export_phy.smd"
{
$mass 1
$concave
}
I'm using the version of GUIStudioMDL from here: http://www.wunderboy.org/apps/guistudiomdl2.php
If that's what you're using can you post the text it spews out when you compile?
I see some problems with your QC file.
$modelname "pocket_medic/pocket_medic4export.mdl" //Remove these two things and put your smd's in the tf2/model_src folder.
$scale 1
$surfaceprop "carpet" //I'm not sure this is an actual surface property, these are hard coded, try it with "metal" or comment out the line to test.
//$keyvalues { "prop_data" { "base" "Cloth.Small" } } //Try it without this line
$body "Body" "pocket_medic4export.smd" //Missing the .smd on the file name, could be important.
$sequence idle "pocket_medic4export_idle" loop fps 30 //remove loop and set fps to 30
//$collisionmodel "pocket_medic4export_phy.smd" //comment out this section, until you can get it to compile without it.
//{
//$mass 1
//$concave
//}
Anyhow, it turns out that I was, in fact, using the wrong version of GUIStudioMDL (I was using 1.0, I should have been using 2.2). I tried the changes you suggested and it seems to be compiling properly now... except that when I try to use the Model Viewer to view it, it says 'Error Loading Model'. I'll post the output from GUIStudioMDL, in case that helps. Thanks for all of your help regarding the .qc file, by the way. :-)
Getting models into Source certainly is a chore... It would be nice if they could streamline the process a bit.
Anyhow, GUIStudioMdl output:
Ok, so after failing to load the model in Model Viewer, I thought I'd try to see if I could view it in-game anyway... So, after editing the item_game file, I opened up TF2 and tried to view the item in a new server. TF2 promptly crashed and gave me the approximate following message: Wearable item: backwards min/max
Anyone know what this means?
Im getting the same error and cant find any answers