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) After: (HLMV) 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.
rofl it looks awesome now. try removing scale. did you build this only in xsi? or did you import it into xsi?
Everything was frozen before export. Also, I like XSI. I'm pretty unhappy that Autodesk bought out Softimage.
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 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.
Still doing it. At this point I think it might be less work to just start the model over and redo the UV map.
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: Oh, and yes I'll release all of the props and textures when I'm done with them.
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 }
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 }
ive never heard of scaling the collision model, its usually just a matter of making a rough outline of the original model.
Yeah, I don't know. It was just a bit smaller than it should have been. The $scale worked fine though.
I just compiled a new model using the same process as I used before. This one obviously turned out fine:
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.