QC edits, a quick question


Watchtower
04-08-2005, 01:13 PM
ok, this is for hl2, ive changed my question. Is there anything wrong with this .qc.

and 2. do i need to compile my textures to .vtf materials b4 i can compile the .qc

$modelname "test\test"
$cdmaterials "test\"
$cdmaterials "test"


$scale 1
$surfaceprop "metal"

$staticprop

$bodygroup body
{
studio "test1"
studio "test2"
}

$sequence idle "seq-name" loop fps 1

$collisionmodel "test2" {
$concave
}

Trp. Jed
04-08-2005, 01:44 PM
Looks ok to me. And no, you dont need to compile the textures, you'll just see the black/pink chequerboard all over it until you do.

Watchtower
04-08-2005, 04:09 PM
thanks jed, muchos gracias. Seems as if no one else is even doing hl2 stuff around here....what gives.

Btw, whats the name of the model compiler for hl2 stuff, i only use 3rd party programs atm so i never see the real brains behind the operation.

And does anyone know of some 3rd party programs that aid in compiling HL2 models? I have one atm but it could be better.


And their you go folks, a shiny example of a working HL2 static prop .qc file.

Just replace the appropriate names to directories, smds, and your proper material.

Live it, learn it, love it.

Trp. Jed
04-08-2005, 04:46 PM
studiomdl in the SDK bin is the default compiler. I did write a proper GUI version of it but to be honest, Valves code was so buggy and full of memory leaks I never got around to finishing it. It did work though, it just crashed if you tried to compile the same thing twice.

Watchtower
04-13-2005, 03:44 PM
Another quick question,

I compiled a Prop_Physics model but no submodels are showing up, i have 6 totatal reference .smd files, each individually named and individually skinned, with the .qc looking like so:
____________________________________________
$modelname "test\test"
$cdmaterials "test\"

$scale 1
$surfaceprop "wood_lowdensity"

$keyvalues { "prop_data" { "base" "Wooden.Small" } }

$bodygroup body
{
studio "reference"
studio "reference2"
studio "reference3"
studio "reference4"
studio "reference5"
studio "reference6"
}

$collisionmodel "reference_phys" {
$automass
$concave
}

Textures are compiled and working (on model 1), just none of the other submodels or skins are showing up in the HL2MV

ALSO --
Is it more engine efficient to make a less detailed, lower poly physics reference (i.e. reference_phys as above) that covers the basic shape and size of the model? This particular model is very small and low detail.

Trp. Jed
04-13-2005, 03:54 PM
Cant comment on the submodels question as I've not done them in source yet.

As for low poly physics - yes, the less detail the better but bear in mind that the compiler optimises it a lot anyway. Also you cant have concave shapes so you need to make your physics model up of multiple parts each assigned to a different smoothing group if you need a concave collision hull.

Watchtower
04-13-2005, 03:57 PM
yeah studiomodel warned me about that, BUT - it compiled anyways and I got it in game....so....whats the motivation for doing that? (not sarcasm)

I dont want this model to break into the its grand total of 3 parts when destroyed, theres no point because its so small.

Should I just oust "$concave" ??

EDIT: Having lots of trouble with this. If you know how to add submodels or multiple skins to a hl2 model, Id appreciate a few minutes to explain, post a working .qc file, or something. thanks.

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