cdg.net

CDG Forums
Your Ad Here
It is currently Sat Nov 25, 2017 8:36 am

All times are UTC [ DST ]




Post new topic Reply to topic  [ 71 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
 Post subject:
PostPosted: Sun Nov 19, 2006 10:23 pm 
Offline
Warning Level 1
Warning Level 1
User avatar

Joined: Tue Feb 15, 2005 7:45 am
Posts: 1958
Location: Texas, USA
That's strange. I've never seen that particular error before.
I guess you could try renaming idle.smd to idle.obj...but honestly I'm not sure what the deal is.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sun Nov 19, 2006 10:37 pm 
Offline
Wise Old Man
User avatar

Joined: Sat Sep 24, 2005 4:20 pm
Posts: 893
Location: In the Biergarten, eating a Schnitzel
ReverendTed wrote:
That's strange. I've never seen that particular error before.
I guess you could try renaming idle.smd to idle.obj...but honestly I'm not sure what the deal is.

thanks! - that worked, although its still a very strange error, but who cares as it works now :D

_________________
Image

That's right, I'm a placeholder. Still you can click me if you want to.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Nov 20, 2006 9:27 am 
Offline
Clinically Dead
User avatar

Joined: Mon Aug 29, 2005 4:50 am
Posts: 2986
Location: Chilliwack, B.C.
WOO!! GO MILKSHAPE!! Power to Sober for usin milkshape instead of 3DS. Milkshape gets so overlooked because there arent as many plugins, but I think that Milkshape is ownage and I use it all the time except for rendering. But yeah, new worlds are great but they are kinda annoying... Which reminds me I have to fix my HK416 world, because I have to mirror it properly.... LOL. But yeah, this was definately one of the good tuts for Milky users, but I do this a bit differently. However, tis still a really nice tuts for the noobs.

_________________
Image
-=LieutenantPliers=-


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 21, 2006 1:24 am 
Offline
wtf?
User avatar

Joined: Mon Dec 20, 2004 4:55 pm
Posts: 10276
Location: Markham, Ontario Location: The TARDIS
modderfreak wrote:
ReverendTed wrote:
That's strange. I've never seen that particular error before.
I guess you could try renaming idle.smd to idle.obj...but honestly I'm not sure what the deal is.

thanks! - that worked, although its still a very strange error, but who cares as it works now :D

Check your .qc file, sometimes when it exports it forgets to give the reference file the .smd extension and - I'm not sure but I'll remember to check one day - no extension for a reference file means it'll look for obj, may or may not have to do with how the exporter did it.

_________________
Image
Blog - http://sotallytobered.blogspot.com/
MD - http://sc4devotion.com/forums/index.php?topic=1487.0


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 01, 2006 7:46 pm 
Offline
Wise Old Man
User avatar

Joined: Sat Sep 24, 2005 4:20 pm
Posts: 893
Location: In the Biergarten, eating a Schnitzel
Sober wrote:
Well, for starters, when you decompile the default world model, the physmodel gets rotated off. Instead of using the default physics model, make one based on the model you will export.

When you export the smds, be sure the export the model both to the reference and the physicsmodel, so when it is compiled, it will have a physics model generated to fit the reference.

oh noes, I've got the same problem :cry:

well, I did export the model two times, one time as physmodel.smd or so, and the second time as the gunmodel itself, and the gun is hold perfect ingame and the physbox looks perfect too in modelviewer, but as soon as the model is dropped ingame, it gets fucked up!

I made an ugly and low-quality compare screen so you can see what my error exactly is:
Image

_________________
Image

That's right, I'm a placeholder. Still you can click me if you want to.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 01, 2006 8:16 pm 
Offline
Clinically Dead
User avatar

Joined: Mon Aug 29, 2005 4:50 am
Posts: 2986
Location: Chilliwack, B.C.
could be a problem with the idle possibly who knows, just mess around with the smd's and then just try experimenting with stuff. Also, make sure its all facing the proper way.

_________________
Image
-=LieutenantPliers=-


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 01, 2006 8:22 pm 
Offline
Wise Old Man
User avatar

Joined: Sat Sep 24, 2005 4:20 pm
Posts: 893
Location: In the Biergarten, eating a Schnitzel
blade_x23 wrote:
could be a problem with the idle possibly who knows, just mess around with the smd's and then just try experimenting with stuff. Also, make sure its all facing the proper way.

it is all facing the proper way, and the idle pose also fits - otherwise it wouldn't be held right.
The error only appears when dropped, and the physic-box in modelviewer also looks fine, therefore I don't know the problem :?

_________________
Image

That's right, I'm a placeholder. Still you can click me if you want to.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Dec 01, 2006 11:24 pm 
Offline
Wise Old Man
User avatar

Joined: Wed Sep 20, 2006 11:18 pm
Posts: 1077
if the gun appears normally when holstered(handgun holster/back of player model) the idle anim is alright.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 02, 2006 1:49 am 
Offline
Warning Level 1
Warning Level 1
User avatar

Joined: Tue Feb 15, 2005 7:45 am
Posts: 1958
Location: Texas, USA
Try removing any hbox lines from your QC and see if that helps.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 02, 2006 7:09 am 
Offline
wtf?
User avatar

Joined: Mon Dec 20, 2004 4:55 pm
Posts: 10276
Location: Markham, Ontario Location: The TARDIS
I've never ever ever ever gotten this before.

Only thing I can think of is the idle sequence or something got rotated or you didn't decompile properly.

_________________
Image
Blog - http://sotallytobered.blogspot.com/
MD - http://sc4devotion.com/forums/index.php?topic=1487.0


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 02, 2006 7:52 am 
Offline
Warning Level 1
Warning Level 1
User avatar

Joined: Tue Feb 15, 2005 7:45 am
Posts: 1958
Location: Texas, USA
Sober wrote:
Only thing I can think of is the idle sequence or something got rotated or you didn't decompile properly.
Or both at once - if he checked "Do not fix rotations" when he decompiled.
Or if he didn't check it but then put "snap rotate -90" in the qc.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 02, 2006 2:16 pm 
Offline
Wise Old Man
User avatar

Joined: Sat Sep 24, 2005 4:20 pm
Posts: 893
Location: In the Biergarten, eating a Schnitzel
ReverendTed wrote:
Sober wrote:
Only thing I can think of is the idle sequence or something got rotated or you didn't decompile properly.
Or both at once - if he checked "Do not fix rotations" when he decompiled.
Or if he didn't check it but then put "snap rotate -90" in the qc.

I did it exactly the tutorial said I have to do, therefore when I decompiled the player-view model I checked "dump unweighted SMDs" and "do not fix animation rotations", and when I decompiled the world model I unchecked "Do not fix animation rotations".
Sober wrote:
Only thing I can think of is the idle sequence or something got rotated or you didn't decompile properly.

hmm if the idle sequence got rotated, why does it still look perfect (like it should look like) as long as the player holds it, and then simply gets f**** up when he drops it? :?

_________________
Image

That's right, I'm a placeholder. Still you can click me if you want to.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 02, 2006 10:12 pm 
Offline
Wise Old Man
User avatar

Joined: Wed Sep 20, 2006 11:18 pm
Posts: 1077
this is just a guess but maybe you edited the bones while positioning your model(it can happen by accident). Make milky show joints and compare them with the default wee file.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 02, 2006 10:22 pm 
Offline
Clinically Dead
User avatar

Joined: Mon Aug 29, 2005 4:50 am
Posts: 2986
Location: Chilliwack, B.C.
modderfreak wrote:
I did it exactly the tutorial said I have to do, therefore when I decompiled the player-view model I checked "dump unweighted SMDs" and "do not fix animation rotations", and when I decompiled the world model I unchecked "Do not fix animation rotations".



You never check do not fix animation rotations on world models, only on view models. That should fix your problem.

Also when you do this, dont add snap rotate -90 into the qc file.

_________________
Image
-=LieutenantPliers=-


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 03, 2006 3:30 pm 
Offline
Wise Old Man
User avatar

Joined: Sat Sep 24, 2005 4:20 pm
Posts: 893
Location: In the Biergarten, eating a Schnitzel
blade_x23 wrote:
modderfreak wrote:
I did it exactly the tutorial said I have to do, therefore when I decompiled the player-view model I checked "dump unweighted SMDs" and "do not fix animation rotations", and when I decompiled the world model I unchecked "Do not fix animation rotations".



You never check do not fix animation rotations on world models, only on view models. That should fix your problem.

Also when you do this, dont add snap rotate -90 into the qc file.

lol, you should have read what I wrote - I said that I checked it for the playerview model and then unchecked it for the worldview model, exactly like the tut said :wink:


Unseen_1 wrote:
this is just a guess but maybe you edited the bones while positioning your model(it can happen by accident). Make milky show joints and compare them with the default wee file.

the joints look all fine, I made a screen of them on which I selected the assigned triangles to the vavlebiped.weapon_bone (so they'll be highlighted red) - but I did not assign valvebiped and valvebiped.flash - maybe thats the problem?? :S

Image

_________________
Image

That's right, I'm a placeholder. Still you can click me if you want to.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 71 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Your Ad Here
Powered by phpBB® Forum Software © phpBB Group