Assistance bitte! (with model skins)

Discussion in 'Mapping Questions & Discussion' started by Mick-a-nator, Jun 12, 2010.

  1. Mick-a-nator

    aa Mick-a-nator

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    As many of you know, I edit valve models (many valve models), but currently in need of someone with more experience in modelling for source. Compiling to be precise.
    A number of models I have been working on have not worked because of multiple skins not working. Everything is in order, I use an edited qc taken from whatever mdldecompiler spits out, and the model compiles (using GUIstudioMDL 2.2 and studiomdl) perfectly, save for the skins not working. I've tried changing the syntax to that on the vdc, as the current one jumps lines before closing the curly brackets, but that resulted in an error (I can't remember it, might try again to see if there is another problem lurking).

    Help greatly appreciated.

    Danke schön
     
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  2. Mick-a-nator

    aa Mick-a-nator

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    sorryforshamelessbump
    nobody got any help? nobody at all?
     
  3. DjD

    DjD L5: Dapper Member

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  4. Sel

    Sel Banned

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    What kind of a useless response is that? Christ.

    This is what I used for the Ticonderoga way back, which worked just fine.

    $texturegroup skinfamilies
    {
    { "hull" }
    { "hull_blu" }
    }

    But that's what you have in your article anyway. So common mistakes, uh.

    Are your skins in tf/materials/models etc?

    If you open your SMD in notepad do you see the proper material names in the file?

    Do your texture group names correspond to the correct materials?
     
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  5. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    As Selentic said: that wasn't helpful. And by the way he's quoting the Medic, who is German.
     
  6. Mick-a-nator

    aa Mick-a-nator

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    1) they are in gcf
    2) where abouts in the smd do I find that, and can it be edited in the smd directly (eg without importing to blender/3ds and exporting back)
    3) yes (skin 0 and 1 are the same, but I checked the original model and it has the same)

    EDIT: do you use tabs or spaces? I know that matters in python script, but I didn't think it mattered in qc files. Worth a shot though.

    and
    that.
     
    Last edited: Jun 13, 2010
  7. Sel

    Sel Banned

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    Code:
    version 1
    nodes
      0 "Low Poly Hull"  -1
    end
    skeleton
    time 0
      0 -2952.298584 8584.171875 0.000000 0.000000 -0.000000 0.000000
    end
    triangles
    Hull.vtf
      0 0.000244 -1366.295898 63.530670 -0.000000 -0.892068 -0.451900 0.981264 0.118465 1 0 1.000000
      0 -33.553467 -1332.003906 58.036407 -0.728100 -0.602499 -0.326903 0.976373 0.118550 1 0 1.000000
      0 -5.710938 -1038.031250 -431.810181 -0.507973 -0.735738 -0.447944 0.946870 0.062237 1 0 1.000000
    Hull.vtf
      0 -5.710938 -1038.031250 -431.810181 -0.507973 -0.735738 -0.447944 0.946870 0.062237 1 0 1.000000
      0 -33.553467 -1332.003906 58.036407 -0.728100 -0.602499 -0.326903 0.976373 0.118550 1 0 1.000000
      0 -156.215088 -1133.757813 43.946884 -0.847356 -0.465339 -0.255825 0.950907 0.118601 1 0 1.000000
    Hull.vtf being the bitmap obviously, the bitmap name can be edited in the smd just by find & replacing it with what you want.

    And this is what the whole QC looked like.

    Code:
    $modelname "props_ticonderoga/ticonderoga_sky_hull.mdl"
    
    $cdmaterials "models/props_ticonderoga/"
    
    $scale 0.0625
    $surfaceprop "Metal"
    
    $body "Body" "ticonderoga_sky_hull"
    
    $sequence "idle" "ticonderoga_sky_idle" fps 30
    
    $texturegroup skinfamilies
    {
        { "hull" }
        { "hull_blu" }
    }
    
    
    $staticprop
    
    Admittedly, I'm really not an expert on this stuff, hope it helps though.
     
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  8. Mick-a-nator

    aa Mick-a-nator

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    Nothing seems to be working. The .smd read .bmp, didn't think that would affect it, but changed it to .vtf. I made a striped down version of the qc, but that doesn't work either.

    Here is the original qc, having been added what I needed (collisions, with layout copied from another valve model decompile)
    Code:
    $cd "C:\Users\John\Desktop\model decompile\decompiled\cliff_wall_"
    $modelname "props_forest\cliff_wall_01_wcollision.mdl"
    $body "body" "cliff_wall_01_reference.smd"
    $cdmaterials "models\props_forest\"
    $texturegroup skinfamilies
    {
    	{"cliff_wall_01.vmt"
    }
     	{"cliff_wall_01.vmt"
    }
     	{"cliff_wall_01_snow.vmt"
    }
     }
    $hboxset "default"
    $hbox 0 "static_prop" -241.375  -602.743  -415.886  309.859  571.396  517.635
    // Model uses material "cliff_wall_01.vmt"
    // Model uses material "cliff_wall_01_snow.vmt"
    $surfaceprop "stone"
    $illumposition 34.242 -15.673 50.874
    $sequence idle "idle" fps 30.00
    $collisionmodel "cliff_wall_01_phy.smd" {
    
    	$concave
    	$mass 1.0
    	$inertia 1.00
    	$damping 0.00
    	$rotdamping 0.00
    }
    
    And here is the reduced one, using yours as a reference:
    Code:
    $modelname "props_forest/cliff_wall_01_wcollision.mdl"
    $body "body" "cliff_wall_01_reference.smd"
    $cdmaterials "models\props_forest\"
    $surfaceprop "stone"
    $sequence idle "idle" fps 3.0
    $texturegroup skinfamilies
    {
    	{ "cliff_wall_01.vmt" }
    	{ "cliff_wall_01.vmt" }
    	{ "cliff_wall_01_snow.vmt" }
    }
    $staticprop
    $collisionmodel "cliff_wall_01_phy.smd"
    {
    	$concave
    }
    This one really has me stumped...
     
    Last edited: Jun 13, 2010
  9. Mick-a-nator

    aa Mick-a-nator

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    Wow, don't know what I did, but I got it working. Seems like the qc file that the decompiler spits out is corrupt or contains a bad command or something, as messing around with the one I created got it working fine. Thank you very much for showing me examples of what you do. I find observation and experiment better than discussion on these kinds of things.