Re: My broken HL2 model
Posted by fishy on
Tue Jun 7th 2005 at 3:48am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
i dunno anything about maya, but your tga texture needs to be converted to a .vtf filetype(and coresponding .vmt file) before hl2 can use it. once you do that, change the value of $cdmaterials in your qc file to the folder, relative to your mods materials folder, that you saved your compiled texture to.
i eat paint
Re: My broken HL2 model
Posted by grnade on
Tue Jun 7th 2005 at 3:52am
5 posts
1 snarkmarks
Registered:
Jun 7th 2005
ok, so is that the reason im getting that funky globe?
Re: My broken HL2 model
Posted by fishy on
Tue Jun 7th 2005 at 5:03am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
i don't think so. the globe looks like the fade distance helper, which is part of hammers bag of tricks.
what size is the bounding box for the 'model' in the 2d view? if it's huge, you might find your column in one of its distant corners.
i've never managed to compile a model that didn't have any polys, so there must be something somewhere.
i eat paint
Re: My broken HL2 model
Posted by grnade on
Tue Jun 7th 2005 at 5:10am
5 posts
1 snarkmarks
Registered:
Jun 7th 2005
Hmm
it appears as though the bounding box is less than 1 unit. That is, in
the 2d views I see no bounding box but the handles for the bounding box
surround something that has a size less than 1 unit. So maybe it has no
bounding box? did i do something wrong with my qc file or is it more
likely in maya where i screwed up?
Re: My broken HL2 model
Posted by fishy on
Tue Jun 7th 2005 at 12:41pm
Posted
2005-06-07 12:41pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
the qc looks basic but usable, so i'd be thinking maya. try changing the $scale value in the qc to 100, and compile it again. if the original is there but just too small to see, then increasing the $scale should enlarge it enough to make it visible.
i eat paint
Re: My broken HL2 model
Posted by grnade on
Wed Jun 8th 2005 at 1:58am
5 posts
1 snarkmarks
Registered:
Jun 7th 2005
Hmm, nope still does the same thing.
Could it be because I didnt add any bones to it or something?
All I did in maya is make the mesh, triangulate it, and attach the skin, then export it.
Re: My broken HL2 model
Posted by fishy on
Wed Jun 8th 2005 at 3:35am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
if maya lets you export .smd's without bones in them, then it needs a good slapping.
i eat paint
Re: My broken HL2 model
Posted by SnarkSephiroth on
Wed Jun 8th 2005 at 6:05am
206 posts
31 snarkmarks
Registered:
Sep 10th 2003
Occupation: Automotive Tech Student
Location: Phoenix, Arizona
You did use the prop_static entity didn't you? If not that could be the problem. Just a suggestion.
Re: My broken HL2 model
Posted by grnade on
Fri Jun 10th 2005 at 2:24pm
5 posts
1 snarkmarks
Registered:
Jun 7th 2005
Well, I just tried to add two joints and to make a skeleton for the model, but compiled and got the same thing.
When I open the model up in HL model viewer and click bones, it says "None". So maybe I'm not doing the bones right.
I'll try that fixed exporter when I get home, although I believe thats the same one that I have.
It could also be that the texture is not in VTF format yet, its in TGA still. I dunno.
Re: My broken HL2 model
Posted by Quaver on
Fri Jun 10th 2005 at 2:39pm
Quaver
member
144 posts
104 snarkmarks
Registered:
Oct 28th 2003
Occupation: Student
Location: London
Its not because you havent done the texture yet, it would still display
the model but with the checkered texture. When you compile the model do
you get any error come up in the command promp box, or does it go
through it to fast to see?
Re: My broken HL2 model
Posted by im.thatoneguy on
Wed Jul 20th 2005 at 5:21am
84 posts
18 snarkmarks
Registered:
Jul 15th 2005
Occupation: Student
Location: USA
<DIV class=quote>
<DIV class=quotetitle>? quoting grnade</DIV>
<DIV class=quotetext>
This is what my QC file looks like:
Code:
$modelname column.mdl
$cdmaterials materialsrc
$scale 1.0
$staticprop
$body studio "column.smd"
$sequence idle "column[color=limegreen].smd" [/color]loop fps 15
$collisionmodel "column.smd"
{
$Mass 1000
$concave
}
Any ideas?
</DIV></DIV>
Note added ".smd". I don't know if it's necessary but I've always added it.
A bit more information would be helpful:
First dozen lines of the SMD file (It can be opened in notepad)
MDLcompile log.
THIS is very important: Did you apply a texture map INSIDE of Maya? If not, pop a texture on there and it should work, even if you don't have a VTF, the SMD requires a texture name on the model.
Is the Model triangulated? Usually the model needs to triangulated before exporting to SMD.
Does it show up in the Source Model Viewer?
Re: My broken HL2 model
Posted by Meotwister on
Thu Jul 21st 2005 at 7:09pm
7 posts
1 snarkmarks
Registered:
Jul 21st 2005
Occupation: malco movie theatres employee
Location: United states of Whatever
yeah, I have the exact same problem as grnade. As I mistakenly double
posted last night at 3am.
My bounding box for my model is REALLY HUGE.
It almost takes up the entire grid for hammer. Grnade you should scroll
all the way out to check and see if your bounding box is not that huge.
I compiled my model first in 3dsmax using HL2 Max Tools. The compile
seem to do everything normally but then this happens in hammer. I also
tried to just throw the .qc on studiomdl and the same thing happened.
I'll post my mdlcompile.log. Also, model does not show up in ModelViewer.
Well, if there's a mdlcompile.log I don't know where it is but here's the first dozen lines of my .smd file.
version 1
nodes
0 "Cylinder02" -1
1 "Bone01" -1
2 "Bone02" 1
end
skeleton
time 0
0 0.000000 -0.000003 59.550690 -0.000000 0.000000 0.000000
1 -0.000000 -0.137315 0.066303 0.000000 -1.570796 0.000000
2 9.927567 -0.000002 0.000000 0.000000 0.000001 0.000001
end
Re: My broken HL2 model
Posted by Meotwister on
Fri Jul 22nd 2005 at 3:07am
7 posts
1 snarkmarks
Registered:
Jul 21st 2005
Occupation: malco movie theatres employee
Location: United states of Whatever
well, what do ya know! That was the problem!
the .smd exporter I was using didn't work properly on 3ds Max 7. It's only for 3ds Max 6 and lower i guess.
I found a link to Cannonfodders 3ds Max 6/7 exporter and it works
perfectly so if you have a problem like this use cannonfodders .smd
exporter.
Re: My broken HL2 model
Posted by im.thatoneguy on
Fri Jul 22nd 2005 at 4:31am
84 posts
18 snarkmarks
Registered:
Jul 15th 2005
Occupation: Student
Location: USA
Yeah CannonFodder's is the best. You can just SAVE it to an SMD.
Also that wasn't the part of the SMD that was important LOL. Sorry, Ok... post until the lines are all very similar.
"Verticies 0bytes"
You don't have a mesh to be compiled, something went wrong during the SMD saving process.
After time there should be a list of all of your triangles: I.E.
"
triangles
phy.bmp
0 9.552400 3.622101 -9.982200 0.0 0.0 0.0 1 0
0 9.552400 3.622101 9.857200 0.0 0.0 0.0 1 0
0 -9.792500 3.622099 -9.982200 0.0 0.0 0.0 1 0
phy.bmp
0 9.552400 3.622101 9.857200 0.0 0.0 0.0 1 0
0 -9.792500 3.622099 9.857200 0.0 0.0 0.0 1 0
0 -9.792500 3.622099 -9.982200 0.0 0.0 0.0 1 0
"
Along with a texturename. If there is no texture name you didn't follow the tutorials properly that are associated with your SMD exporter.
Re: My broken HL2 model
Posted by Meotwister on
Fri Jul 22nd 2005 at 5:55pm
7 posts
1 snarkmarks
Registered:
Jul 21st 2005
Occupation: malco movie theatres employee
Location: United states of Whatever
I FINALLY GOT IT FIXED!!!!!!
I use cannonfodders .smd exporter to fix the first prob, now i use his studiomdl program and EVERYTHING'S FIXED!!!!!!
many thanks go out to everyone who helped me in my time of need.
THANK YOU!!!