3dsm-->hl2sp = I'm dumb.

  • Thread starter Thread starter nutsak
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nutsak

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ok, I've got a bit of an issue.
I've made my model in 3d studio max 7 and I'm using Cannon Fodders SMD exporter and his Studio Compiler. I've made my ragdoll and ragdoll pose. Everything exports great and I can view my model in the model viewer with no issues. However, once I put the model in game it just stands there ( I've replaced the male_01 model ). He refuses to attack or move about.. he dies and flops like a good little ragdoll, but for the life of me I can't get him to follow me around or attack (it's funny watching him run in place when I drop a grenade at his feet ). Does anyone know why this is and how I can fix it?
 
i remember someone had this same problem before i cant remember how they fixed it though. try searching the forums.
 
Just half life 2 single player... is there some special commands I need to put into the .qc to get it to work or something? Oh yeh, I'musing biped and physique if that's an issue..
 
i doubt thats it .... as long as u animated the character ..try copying a qc thats used for the default player models.
 
I tried that and because my bone names are different it messed up... I might just start from scratch and re-rig it so it's using the maleshared animations ( I was hoping to make all my own ).
 
ive got a similar problem using the same stuff, eveything is fine in the model viewer and in hammer, when i boot up the game with my map all properly compiled with my physic's props, my object's arnt even there.. buh.
 
OK, I figured it out. I think. (This is for replacing a male NPC_Citizen model though I'm sure it'd work for other models)
First of all, forget about using Character Studio or Physique. (Well, sort of)
1)Make your model as per normal, bind it to a biped if you're more comfortable using that for posing

2) Decompile one of the male models, I used male_02.

3) Import the model including the bones but minus the textures.

4) Scale and pose your model to fit the skeleton of the male model.

5) Now, instead of deleting the physique modifier "collapse" your model back to an editable mesh and delete the biped.

6) Delete the "smdimport" model (male_02).

7) Bind your model to the bones using Skin.. fix vertices and weights.

8) Export your new model as "whatever_reference", make sure it's a "reference" and not a skeleton.

9) Compile the model (You made need to edit the .qc for paths and filenames)

10) You should be good to go.. I may have missed a step but this should be a step in the right direction.
 
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