Distorted model

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
So, I built this ships wheel in XSI. I UV mapped it, textured it and sent it off through the SMD exporter. I then built my QC file and ran it through the studiomdl program. This is what I get:

Before: (XSI)
wheelxsi.jpg
wheelxsi_wf.jpg


After: (HLMV)
wheelhlmv.jpg
wheelhlmv_wf.jpg


My QC file contains:
Code:
$scale 1.0
$modelname "waterlogged/ship_wheel.mdl"
$body "Body" "ship_wheel.smd"
$cdmaterials "waterlogged/" 

$staticprop
$surfaceprop "wood" 

$sequence "idle" "ship_wheel" fps 30 

$scale 2.0
$collisionmodel “ship_wheel_phys.smd”
	{           
	$concave
	}

No errors in the compile log other than the failure to load p4lib.dll that it always gets.

Any ideas why this might be happening? I know there are not many modelers out there, but I figured this would still be a good place to ask. ;)
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
rofl it looks awesome now.

try removing scale.

did you build this only in xsi? or did you import it into xsi?
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
I don't know anything about XSI but I found this
Hi,
I am a programmer who is using XSI to do 3D modeling. When I import models to my game engine(Unity) from XSI(via FBX) the models' shapes are distorted. After much trial and error I found that I needed to 'freeze transformation' then export as FBX, then import to Unity. With this models don't get distorted.

However, the question remains...

Before exporting as FBX I always did 'freeze all operator stack'. So the question is why I still need to do 'freeze transformation'. It's obvious that 'freeze all operator stack' didn't include ' freeze transformation'. But having said that what can be the differences between the two 'freezing'? Also, when exactly is the timing when I want to 'freeze transformation'? and exactly to accomplish what? I read the XSI help but it wasn't really clear on why or when I needed to do 'freeze transformation'.

Any advice is helpful. If you know anything about it I like to hear. Thanks in advance!

So I guess you should use freeze transformation.
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
Everything was frozen before export. Also, I like XSI. I'm pretty unhappy that Autodesk bought out Softimage.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Still broken. It looks like it just broken on one axis.

Yes, built in XSI only.

hmm, i dont use xsi to model. a good idea might be to get a modeling program other than xsi and the then export the model to .obj into xsi. That's what I do with Maya since I hate xsi. I know blender is free and theres a couple more out there. Or you could go the nonlegite way :p but that would be bad.

I would suggest trying this if freezing transformations doesn't work.

Also do you use guistudioMDL when you use your qc file? if you dont i would suggest getting it since with my experince its alot easier to use if you have a qc problem.
 
Last edited:

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
Also do you use guistudioMDL when you use your qc file? if you dont i would suggest getting it since with my experince its alot easier to use if you have a qc problem.

I just downloaded a gui compiler. Going to give in a whirl and then I'll report back.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
It looks like a rocket ship now.
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
Still doing it. At this point I think it might be less work to just start the model over and redo the UV map. :(
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
I think it must be a problem with the model. I've already made one model which was a good deal more complex that used the same layout for the QC file. Same batch process and everything. It turned out fine obviously:
imonaboat.jpg


Oh, and yes I'll release all of the props and textures when I'm done with them.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah, freeze transform would be the first thought.

But you also have scale twice in your qc, one is at 1.0 and one is at 2.0. Maybe that second one would scale the collision only? But why? Maybe it's effecting the second axis?
Obviously your model is too thick in one plane only.

Nice model btw.

$scale 1.0
$modelname "waterlogged/ship_wheel.mdl"
$body "Body" "ship_wheel.smd"
$cdmaterials "waterlogged/"

$staticprop
$surfaceprop "wood"

$sequence "idle" "ship_wheel" fps 30

$scale 2.0
$collisionmodel “ship_wheel_phys.smd”
{
$concave
}
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
Yeah, freeze transform would be the first thought.

But you also have scale twice in your qc, one is at 1.0 and one is at 2.0. Maybe that second one would scale the collision only? But why? Maybe it's effecting the second axis?
Obviously your model is too thick in one plane only.

Nice model btw.

The $scale command effects the model below it from what I've read. I needed to scale the phys model for the boat separately because it was a different size than the boat itself. For example the final QC I used for the boat was:

$scale 60.0
$modelname "waterlogged/ship_red.mdl"
$body "Body" "ship_red.smd"
$cdmaterials "waterlogged/"

$staticprop
$surfaceprop "wood"

$sequence "idle" "ship_red" fps 30

$scale 2.0
$collisionmodel “ship_red_phys.smd”
{
$concave
$maxconvexpieces 1000
}
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
ive never heard of scaling the collision model, its usually just a matter of making a rough outline of the original model.
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
I just compiled a new model using the same process as I used before. This one obviously turned out fine:

mooring01hlmv.jpg
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
man that looks good. how do you do your uv maps? through xsi? i really need to learn.

maybe you should just try redoing the wheel
 

ChickenLover

L2: Junior Member
Jun 28, 2008
95
19
man that looks good. how do you do your uv maps? through xsi? i really need to learn.

maybe you should just try redoing the wheel

Yeah, all modeling and UV mapping I do through XSI. Then I stamp it and bring it into Photoshop. Generally I'll tweak the UV Map a bit after I finish in Photoshop just to clean it up a little bit.

Also, I've already started reworking the wheel. :( I've wasted about a day and a half on the first one already just trying to fix it. I guess the good news is I don't have to redo the texture. I'll just need to finish the model and redo the UV map to the texture.