Studiomdl question.
Everytime I try to compile a model, it keeps saying reference.smd doesn't exist. Or I think it says that because everytime I drag the .qc file to it, it says reference.smd doesn't exists and closes very quickly. WTF.
make sure the path in top lines points exactly to where the referance & qc file are ie
$modelname "C:\Documents and Settings\Andy\Desktop\mp41\v_mp40.mdl"
$cd "\Documents and Settings\Andy\Desktop\mp41\"
$cdtexture "\Documents and Settings\Andy\Desktop\mp41\"
$cliptotextures
also make sure your referance\bodygroup line is correct ie
$bodygroup gun
{
studio "reference"
}
$bodygroup sleeve
{
studio "us_sleeve"
studio "brit_sleeve"
studio "axis_sleeve"
}
if that doesnt work studio is being a pig so reboot your system & try again, eigther that or the smb really isnt there
OMG.
It works!
Thank you so very much! :D
And and I love your CS skins! :D
-=JaCoBsOn=-
05-19-2003, 05:53 AM
**** man, I did exaclty as you said, but "studiomdl" just quits when I drag the qc-file... :(
What program do you decompile with? I've tried Kratisto's prog. and Milkshape original decompiling.. WTF is wrong? I worked perfectly with 3.1 models...
Maybe want to say that it's with playermodels I'm trying to get working.. :)
decompile the qc file with milkshape decompiler ,the referance sequence & textures with kratistos hl mdl decompiler,then try, if that doesnt work check the sequence names in the qc match the sequence nqmes tht kratisto decompiled. also make sure all the texture maps, are 256 colour anything more will hang studio model.plus make sure none of your texture maps exceed 1024 total area ie 512x512 or 700x324 ect, make sure there arnt more then 7 512x512 textures, if there are scale them 1 at a time to a smaller size till it will decompile or split the model to 1 part for referance & one part to texture. it will compile youll fint its probebly just a . missing or a path pointing somewher diffrent, easy way to confirm that is try compiling using milk ,it will say unable to find ect .that will give you a clue.oh & remove the hitbox\bbox lines from the qc file ,you dont need them apart for on a p model.they sometimes cause a unable to find bone for bbox error
-=JaCoBsOn=-
05-19-2003, 07:03 AM
But when it comes to playermodels... Is it the same way then?
player models are nasty to compile if 1 vertex is assigned in the wrong place it throws the annims, but the hitbox\bbox lines should be unecessarry there too, on compile it usually forms its own hitboxes any way. check one you compile without hitbox lines in hlmv under show hitboxes, it will have remade them anyway. as long as the model you made was inside the hitboxes in the 1st place it should be no problem.
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