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What "bad" command??
Wtf u have ',' in filename??
Is that full qc that u use??
Blender said bad command when I tried to compile the model I got the titan from deviantart and his skeleton was already done and yes this is the full qc what’s wrong with it what do I have to change
No $bbox
No $sequence
Also, as ZergSquad says, you need a $Sequence line, like...
$BBox is not required to be set when compiling a model.
The Blender Source Tools plug-in has an automatic "auto-cull" option that can limit every vertex to 3 bones for you when exporting DMX files:
In Blender, a little below where you set where to export DMX files to, drag the "Weight Link Cull Threshold" slider all the way up to 1.0, then re-export the DMX file and compile the model again.
$CD "C:\Users\Justin monsanto\Downloads\TITANS"
$modelname "GOW\TITAS\FIRE TITAN\perses"
$cdmaterials "TITANS\MATERIALS\perses"
$body "body" "Collection.dmx"
$bbox {min x} {min y}{min z} {man x} {max y} {max z}
$sequence "idle" "Collection.dmx"
$mostlyopague
This my first time with this stuff
Secondly, you don't need a $BBox line. Just get rid of this whole line, then try to compile it again.
It worked thank you so much
$bbox is not required on a model for SFM. If one isn't present, Studiomdl will add the default.
Required statements
$modelname "<pathfrommodelsfolder>/<modelname>.mdl"
//$body or $model (if VTA or QCEyes are Used) or $BodyGroup (If creating a bodygroup)
//examples
$model "<name>" {
<eyeball coordinates>
<VTA Definiftions>
<flex controller definitions>
<as required by the Format being exported>
}
$Body "<name>" "<SMD/DMXFilename>.<SMD/DMX File Extension>"
$BodyGroup "<name>" {
// For each export in the bdygroup
Studio "<SMD/DMXFilename.ext>"
// If you want to be able to turn it off
"Blank"
}
// you need one of these for each folder the models VMTs are located in
$CDmaterials "<path to the vmts from the materials folder>"
$sequence "<name>" "<SMD/DMX filename containing the animation or one of your exported filenames>" FPS <rate>
All 4 of those commands are required in the QC to compile a mode
If you use quotation marks (") they must have an opening and a closing quotation mark
Containers must have an opening { bracket and a closing } bracket
some Commonly Used Optional commands
$static_prop (will strip all bones and create one 1 bone in the model)
$Mostlyopaque (Required if you have textures that are transparent or translucent)
$definebone (If used only bones that are defined will be added to the model, if they exist but not defined, they will be stripped, if they don't control mesh but are defined (prop bones) they will be added)
$model (if VTA or QCEyes are Used)
example
$model "<name>" {
<eyeball coordinates>
<VTA Definiftions>
<flex controller definitions>
<as required by the Format being exported>
}
$BodyGroup (If creating a bodygroup)
example
$BodyGroup "<name>" {
// For each export in the bdygroup
Studio "<SMD/DMXFilename.ext>"
// If you want to be able to turn it off
"Blank"
}
Hit boxes are required and need to engulf the entire model or it will clip out from the camera. Usually Hit boxes are created automatically, but sometimes need to be defined.
$hboxset "<name>"
$hbox 0 "<name>" <value> <value> <value> <value> <value> <value>
$hbox 1 "<name>" <value> <value> <value> <value> <value> <value>
$hbox 2 "<name>" <value> <value> <value> <value> <value> <value>
He’s invisible and so are his bones now what do I do
https://steamcommunity.com/sharedfiles/filedetails/?id=1226526147
Did you move the model from the usemod compile folder?
Yes I moved him to my god of war folder the bones show up for a split second then disappear I also noticed his wire mesh doesn’t show when I go to use him