Two problems with compiling models

  • Thread starter Thread starter Slaughter
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Slaughter

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Hi, I have two problems with compiling my models.
They are for Half-Life Source...I know this is probably a bit off topic but maybe someone can help me. :)
Hl:S and HL2 are running on the same engine after all.

I downloaded the high definition pack for hl:s and decompiled the hgrunt model.
The hgrunt has 4 heads and three weapons.

hecu3tt2.jpg


I rigged my model to the skeleton, compiled it and now have these problems:
-The submodels don?t work ingame (meaning all heads and weapons show up at the same time, same in the modelviewer)
-The running animations won?t work.When they try to run away ingame the animation is just the "ragdoll" t-pose.They don?t move at all.
After checking it out in the modelviewer i realized the animation plays fine but the floor doesn?t move.

I didn?t touch the animations tho...so it?s probably something in cannonfodders studiocompiler or the qc I have to setup?

Hope someone can help me out...I?d love to see my these guys running around, shooting at me. :)
 
Upload the model.
 
I'll let you know when I get it working. You can remove the link.

Edit: Have you ever been on Chumbalum Software forums?
 
Thanks man, I appreciate it.:)
Yeah, I was a frequent User some time ago.
 
Your animations need LX command. You can get the missing information from original hgrunt model for Half-Life. Here is an example:

Before:

$sequence walk1 "walk1" loop ACT_WALK 1 fps 35

After:

$sequence walk1 "walk1" LX loop ACT_WALK 1 fps 35

-

As for the subgroups, the original hgrunt model (see below) does have 1 body, 4 heads and 2 weapons.

$body "body" "gruntbody"

$bodygroup "heads"
{
studio "grunthead"
studio "commanderhead"
studio "shotgunhead"
studio "m203_head"
}

$bodygroup "weapons"
{
studio "gunreference"
studio "gunreference(shotgun)"
blank
}
 
The heads and weapons are working fine now. :)

I did compare the new qc to the original one but there are almost no differences.
I?ve got the collectors edition of HL2...Could you post the qc you?re talking about?
I copied the LX into the sequences but it didn?t work.
 
Here is the *.qc file:

$sequence "walk1" "walk1" LX fps 30 loop ACT_WALK 1
$sequence "run" "run" LX fps 30 loop ACT_RUN 1
$sequence "victorydance" "victorydance" fps 21 ACT_VICTORY_DANCE 1
$sequence "cower" "cower" fps 28 ACT_COWER 1
$sequence "smflinch" "smflinch" fps 20 ACT_SMALL_FLINCH 5
$sequence "leftlegsmflinch" "leftlegsmflinch" fps 22 ACT_FLINCH_LEFTLEG 1
$sequence "rightlegsmflinch" "rightlegsmflinch" fps 22 ACT_FLINCH_RIGHTLEG 1
$sequence "rightarmflinch" "rightarmflinch" fps 22 ACT_FLINCH_RIGHTARM 1
$sequence "leftarmflinch" "leftarmflinch" fps 22 ACT_FLINCH_LEFTARM 1
$sequence "launchgrenade" "launchgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 8 16 }
$sequence "throwgrenade" "throwgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 7 36 }
$sequence "idle1" "idle1" fps 30 loop ACT_IDLE 1
$sequence "idle2" "idle2" fps 10 loop ACT_IDLE 1
$sequence "combatidle" "combatidle" fps 30 loop ACT_IDLE_ANGRY 1
$sequence "frontkick" "frontkick" fps 35 ACT_MELEE_ATTACK1 1 { event 3 14 } { event 2010 14 }
$sequence "crouching_idle" "crouching_idle" fps 30 loop
$sequence "crouching_wait" "crouching_wait" fps 30 ACT_CROUCH 0
$sequence "crouching_mp5" "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 20 loop ACT_RANGE_ATTACK1 1 {
{ event 4 0 }
{ event 5 2 }
{ event 6 4 }
{ event 5001 0 "50" }
{ event 5001 2 "50" }
{ event 5001 4 "50" }
}
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
{ event 4 0 }
{ event 5 2 }
{ event 6 4 }
{ event 5001 0 "50" }
{ event 5001 2 "50" }
{ event 5001 4 "50" }
}
$sequence "reload_mp5" "reload_mp5" fps 40 ACT_RELOAD 1 { event 2 47 }
$sequence "crouching_shotgun" "crouching_shotgun_blend1" "crouching_shotgun_blend2" blend XR -45 45 fps 20 ACT_RANGE_ATTACK1 1 { event 4 0 } { event 5001 0 "51" }
$sequence "standing_shotgun" "standing_shotgun_blend1" "standing_shotgun_blend2" blend XR -45 45 fps 20 { event 4 0 } { event 5001 0 "51" }
$sequence "reload_shotgun" "reload_shotgun" fps 40 { event 2 47 }
$sequence "advance_signal" "advance_signal" fps 30 ACT_SIGNAL1 1 { event 10 1 }
$sequence "flank_signal" "flank_signal" fps 40 ACT_SIGNAL2 1
$sequence "retreat_signal" "retreat_signal" fps 30 ACT_SIGNAL3 1
$sequence "drop_grenade" "drop_grenade" fps 40 ACT_SPECIAL_ATTACK1 1 { event 9 22 }
$sequence "limpingwalk" "limpingwalk" LX fps 30 loop ACT_WALK_HURT 1
$sequence "limpingrun" "limpingrun" LX fps 30 loop ACT_RUN_HURT 1
$sequence "180L" "180L" fps 12 ACT_TURN_LEFT 1
$sequence "180R" "180R" fps 12 ACT_TURN_RIGHT 1
$sequence "strafeleft" "strafeleft" LX LY fps 30 loop ACT_STRAFE_LEFT 1
$sequence "straferight" "straferight" LX LY fps 30 loop ACT_STRAFE_RIGHT 1
$sequence "dieback1" "dieback1" X fps 25 ACT_DIEBACKWARD 1 { event 11 5 } { event 2001 17 }
$sequence "dieforward" "dieforward" X fps 26 ACT_DIEFORWARD 1 { event 11 3 } { event 2001 10 }
$sequence "diesimple" "diesimple" X fps 15 ACT_DIESIMPLE 1 { event 11 3 } { event 2001 10 }
$sequence "diebackwards" "diebackwards" X fps 30 ACT_DIEBACKWARD 1 { event 11 6 } { event 2001 12 }
$sequence "dieheadshot" "dieheadshot" X fps 30 ACT_DIE_HEADSHOT 1 { event 11 1 } { event 2001 20 }
$sequence "diegutshot" "diegutshot" X fps 30 ACT_DIE_GUTSHOT 1 { event 11 0 } { event 2001 29 }
$sequence "barnacled1" "barnacled1" fps 18 ACT_BARNACLE_HIT 1
$sequence "barnacled2" "barnacled2" fps 30 loop ACT_BARNACLE_PULL 1
$sequence "barnacled3" "barnacled3" fps 18 ACT_BARNACLE_CHOMP 1
$sequence "barnacled4" "barnacled4" fps 15 loop ACT_BARNACLE_CHEW 1
$sequence "dead_on_stomach" "dead_on_stomach" fps 10
$sequence "deadstomach" "deadstomach" fps 10
$sequence "deadside" "deadside" fps 10
$sequence "deadsitting" "deadsitting" fps 10
$sequence "repel_jump" "repel_jump" fps 22 ACT_HOVER 1
$sequence "repel_repel" "repel_repel" fps 18 loop ACT_GLIDE 1
$sequence "repel_shoot" "repel_shoot_blend1" "repel_shoot_blend2" blend XR -90 45 fps 18 loop ACT_FLY 1 {
{ event 4 1 }
{ event 5 3 }
{ event 6 5 }
{ event 5001 1 }
{ event 5001 3 }
{ event 5001 5 }
}
$sequence "repel_land" "repel_land" fps 20 ACT_LAND 1
$sequence "repel_die" "repel_die" fps 12
$sequence "dragholeidle" "dragholeidle" fps 10 loop
$sequence "draghole" "draghole" fps 10 { event 1000 1 } { event 1004 21 "debris/bustflesh1.wav" }
$sequence "bustwall" "bustwall" fps 20 { event 1000 1 }
$sequence "hoprail" "hoprail" fps 22
$sequence "converse1" "converse1" fps 14 loop
$sequence "converse2" "converse2" fps 14 loop
$sequence "startleleft" "startleleft" fps 12
$sequence "startleright" "startleright" fps 12
$sequence "divecover" "divecover" fps 22
$sequence "defuse" "defuse" fps 14 loop
$sequence "corner1" "corner1" fps 14 loop
$sequence "corner2" "corner2" fps 10 loop
$sequence "stone_toss" "stone_toss" fps 15
$sequence "cliffdie" "cliffdie" AX AY AZR fps 36 { event 1001 0 } { event 1000 0 }
$sequence "diveaside_idle" "diveaside_idle" fps 30 loop
$sequence "diveaside" "diveaside" AX AY AZR fps 30 {
{ event 4 0 }
{ event 5 2 }
{ event 6 4 }
{ event 4 14 }
{ event 5 16 }
{ event 6 18 }
}
$sequence "kneeldive_idle" "kneeldive_idle" fps 30 loop
$sequence "kneeldive" "kneeldive" AX AY AZR fps 30 {
{ event 4 0 }
{ event 5 2 }
{ event 6 4 }
{ event 4 14 }
{ event 5 16 }
{ event 6 18 }
}
$sequence "WM_button" "WM_button" AX AY AZR fps 30
$sequence "WM_moatjump" "WM_moatjump" AX AY AZR fps 30
$sequence "bustwindow" "bustwindow" fps 24 { event 1003 5 "break" }
$sequence "dragleft" "dragleft" LX fps 28 loop
$sequence "dragright" "dragright" LX fps 28 loop
$sequence "trackwave" "trackwave" fps 24 loop
$sequence "trackdive" "trackdive" fps 28 { event 1003 38 "switch" }
$sequence "flyback" "flyback" fps 25 { event 1003 29 "zap" } { event 1008 24 "weapons/electro4.wav" }
$sequence "impaled" "impaled" fps 10 { event 1000 1 }
$sequence "jumptracks" "jumptracks" fps 30
$sequence "pipetoss" "pipetoss" fps 30
$sequence "plunger" "plunger" fps 22

I hope this helps.
 
Thanks.
I fixed up my qc like the one you posted but it still doesn?t work...the floor still doesn?t move.
 
Have you tried using the original hgrunt's animations (only walk and run)?
 
That won?t work...The high definition pack has a different skeleton.
I tried decompiling and recompiling the original hgrunt, with the same result.

In another forum I got told that the decompiler messes up the lines for submodels and the run/walk cycles for some reason.
 
Then decompile Gearbox's original HD model and use it's animations. It's really simple.
 
I?m afraid it?s not.
I downloaded the ported high definition models for hl:s, decompiled them and rigged my model to the skeleton.
After realizing that the run cycles and submodels were broken, I decompiled the standard hgrunt that came with the game and rigged my model to that skeleton.
It had the same problems.

Like I said, it seems that valve?s decompiler misinterprets a few lines (the submodels and the run/walk cycle).I could fix the submodels thanks to you, but the runcycle is still broken.

I tried copying the lines from the qc you posted but it didn?t have any effect on the model.
I?m really not sure what to do right now.
Are there any other ways to decompile the mdl files?

But thanks for your help so far. :)
 
You said it youself, you decompiled the model for "HL:S". You must decompile the Gearbox's original HD hgrunt model which comes with Blue Shift, then use it's animations.

Edit: ...or let me fix the whole thing (upload your source files).
 
Awesome!
So what exactly did I do wrong?
I thought about redoing a few more models and I can?t keep bothering you with this afterall. :laugh:

The stuff on your page looks great!I?ll definatly dig into that.

/edit
I think the link is broken. :)
 
When I try to compile your hgrunt_mycode.qc I get an Error.
" ERROR: could not load file DC_soldier_reference.obj "
 
It compiles fine here, you must be missing something. Is your *.qc and mesh files are in the same folder?
 
Yeah, I extracted the hgrunt_fixed folder and just compiled the qc.
Could you upload the compiled mdl somewhere so I can take a look at it?
 
Ah what the heck, at least I can play with ?em now. :)
Thanks a lot.
 
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