Model asploding into cylindrical spiky blob

Discussion in 'Mapping Questions & Discussion' started by Nineaxis, Oct 25, 2008.

  1. Nineaxis

    aa Nineaxis Quack Doctor

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    So I have this nice model made up in XSI Mod Tool:
    [​IMG]

    And I export it as blueprint_1.smd and blueprint_c.smd into a props_stovepipe folder in sourcesdk_content/tf/modelsrc

    Here's my .qc
    Code:
    /*
    ----------------
    blueprint QC
    ----------------
    */
    
    $modelname blueprint.mdl
    $origin 0 0 0 90
    $scale 1.0
    $body "Body" "blueprint_1.smd"
    $staticprop
    $surfaceprop "cardboard"
    $upaxis Z
    $cdmaterials "models/props_stovepipe/"
    
    $sequence "idle" "blueprint_1.smd" fps 30
    
    $collisionmodel "blueprint_c.smd"
    {
         $mass 1.0   
    }
    When I compile it, it turns into this:
    [​IMG]

    I've tried following the XSI tutorials, the tutorial on this forum... still, "purple crown of death".

    Help?

    (Don't say USE AN OVERLAY, I'm trying to learn to make a model, and this was simple, and you can't put overlays on top of other props! I want help solving this issue only, please.)
     
  2. Captain Planet

    Captain Planet L2: Junior Member

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  3. Nineaxis

    aa Nineaxis Quack Doctor

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    I couldn't get that to install, it kept saying it was missing a link in a dynamic library something.dll. Tried in sourcesdk\bin and sourcesdk\bin\orangebox\bin with no luck.
     
  4. Apom

    Apom L6: Sharp Member

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    Remove the upaxis line in your QC file, it's for Maya imports.

    The purple color is because you don't have the proper textures, make sure the vmt/vtf have the same name as the .tga you used in XSI.

    Make Cannonfodder's compiler work by putting it in "source sdk base\bin". Once it's done and properly configured, could you paste the compile log for your model?
     
    • Thanks Thanks x 1
  5. Dox

    Dox L8: Fancy Shmancy Member

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    i heard somewhere that the order you put those in matter, so try swapping your $staticprop line with your $body line

    also $modelname does not require the .mdl suffix... that might also mess it up.

    EDIT: oh, yeah ,what apom said about upaxis is prolly your best bet.
     
  6. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    The upaxis is not only for maya imports, but also 3dsmax and if I recall blender all use the z axis as up, while xsi goes solo and uses something else. Now for the texture, i know what your problem is. Valve decided to be really stupid with materials so you can only put them in one sub folder to work. When i had to get my bridge model to work, instead of putting it in my

    sourcesdk_content/tf/materialsrc/ChronoTriggerFan/bridge1

    The material only showed up when I put it in my

    sourcesdk_content/tf/materialsrc/bridge1

    See if that at least solves one of the problems.
     
  7. Dox

    Dox L8: Fancy Shmancy Member

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    I always have my materials in my materials folder...
     
  8. Altaco

    Altaco L7: Fancy Member

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    Looks like your scale is screwed up, try removing the scale line, if it's just 1 then you don't need it.
     
  9. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    I exported it from 3dsmax, compiled, and it worked fine. Just reinforces that xsi mod tool has a foundation of fail...
     
  10. Spike

    Spike L10: Glamorous Member

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    You have to Freeze all Tranforms before exporting. Freeze history and model too. Then it would be ok
     
  11. Altaco

    Altaco L7: Fancy Member

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    Ah, that would do it.