Can someone maybe compile this model?
Quote from CamBen on December 17, 2013, 11:53 pmLong story short, studiocompiler is completely broken for me. I've successfully decompiled models, but using that same qc doesn't work to recompile it. So, my request is if anyone can compile the attached files for me.
also if you can get the extra rocket turret skins working that would be helpful but not required if you want to try and take this on.
If you are curious...
[spoiler]I'm attempting to recreate this as an instance.[/spoiler]
If you are willing, your contribution will be credited in the map or instance, when I release it.
Long story short, studiocompiler is completely broken for me. I've successfully decompiled models, but using that same qc doesn't work to recompile it. So, my request is if anyone can compile the attached files for me.
also if you can get the extra rocket turret skins working that would be helpful but not required if you want to try and take this on.
If you are curious...
If you are willing, your contribution will be credited in the map or instance, when I release it.
Aperture Science: We do our science asbestos we can!
Quote from Skotty on December 18, 2013, 7:31 amI'll do that. Will be attached as soon as it's done.
Edit:
Oh, you should include "rocket_sentry_reference.smd". I don't need the .tga file.qc file:
- Code: Select all
$modelname "Rocket_core.mdl"
$scale 1
$model "Body" "rocket_sentry_reference.smd"
$cdmaterials "modelsprops_bts"
$texturegroup skinfamilies
{
{ "Rocket_Sentry.vmt" }
{ "rocket_sentry_b.vmt" }
{ "rocket_sentry_c.vmt" }
{ "Rocket_Sentry_inactive.vmt" }
}$sequence "Idle" "idle.smd" fps 30 ACT_IDLE 1 loop
$sequence "Fire" "fire.smd" fps 30 ACT_FIRE 1
$surfaceprop "metal"
$collisionmodel "phymodel.smd"
{
$concave
$mass 100
}
I'll do that. Will be attached as soon as it's done.
Edit:
Oh, you should include "rocket_sentry_reference.smd". I don't need the .tga file
.qc file:
- Code: Select all
$modelname "Rocket_core.mdl"
$scale 1
$model "Body" "rocket_sentry_reference.smd"
$cdmaterials "modelsprops_bts"
$texturegroup skinfamilies
{
{ "Rocket_Sentry.vmt" }
{ "rocket_sentry_b.vmt" }
{ "rocket_sentry_c.vmt" }
{ "Rocket_Sentry_inactive.vmt" }
}$sequence "Idle" "idle.smd" fps 30 ACT_IDLE 1 loop
$sequence "Fire" "fire.smd" fps 30 ACT_FIRE 1
$surfaceprop "metal"
$collisionmodel "phymodel.smd"
{
$concave
$mass 100
}
Quote from FelixGriffin on December 18, 2013, 8:18 amBe careful--I decompiled and recompiled the rocket turret a while back, but the new model was useless because the aiming animations didn't work quite right.
Be careful--I decompiled and recompiled the rocket turret a while back, but the new model was useless because the aiming animations didn't work quite right.
Quote from Skotty on December 18, 2013, 9:08 amWhy do you even recompile it, if you want to keep original animations? Just use the original!
Why do you even recompile it, if you want to keep original animations? Just use the original!
Quote from CamBen on December 18, 2013, 9:46 amAll I want to do with this Model is use it for a custom turret, the aiming will be handled by a func_tank.
Thanks Skotty, for helping me out
All I want to do with this Model is use it for a custom turret, the aiming will be handled by a func_tank.
Thanks Skotty, for helping me out
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on December 18, 2013, 11:22 amSkotty wrote:Why do you even recompile it, if you want to keep original animations? Just use the original!I wanted to change some of the pose parameters for the aiming, to make it work with a func_tank. It failed, so on a hunch I recompiled from the original and it had the same problem.
I wanted to change some of the pose parameters for the aiming, to make it work with a func_tank. It failed, so on a hunch I recompiled from the original and it had the same problem.
Quote from Skotty on December 18, 2013, 1:41 pmThat's normal. The decompiler screws up those parameters, you have to fix them by hand in the .qc.
That's normal. The decompiler screws up those parameters, you have to fix them by hand in the .qc.
Quote from FelixGriffin on December 18, 2013, 3:05 pmAh, that's a known bug? Good to know.
What would some reasonable values be?
Ah, that's a known bug? Good to know.
What would some reasonable values be?
Quote from Skotty on December 18, 2013, 5:18 pmYou have to take a look on the original and some SDK models from Source SDK. It's not that easy. More info can be found on Valve Wiki.
You have to take a look on the original and some SDK models from Source SDK. It's not that easy. More info can be found on Valve Wiki.
Quote from CamBen on December 18, 2013, 8:48 pmHere is my version of the walking turret, still with the placeholder rocket turret model.
http://www.youtube.com/watch?v=i9KmWCDukUs&feature=youtu.beAlso, regardless of the QC file I put in, all the compile button on studiomdl ever does is just duplicate the window. I've tried both compiling programs, and through notepad++ and Milkshape, but it doesn't seem to work.
Here is my version of the walking turret, still with the placeholder rocket turret model.
http://www.youtube.com/watch?v=i9KmWCDukUs&feature=youtu.be
Also, regardless of the QC file I put in, all the compile button on studiomdl ever does is just duplicate the window. I've tried both compiling programs, and through notepad++ and Milkshape, but it doesn't seem to work.
Aperture Science: We do our science asbestos we can!