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Source Filmmaker

monsantoj Jun 29, 2020 @ 3:31am
bad command?
I finally finished the fire titan model from god of war 3 i made the qc when IWent to compile him it said error bad command what does this mean? His jaw and eyes move

$CD "C:\Users\Justin monsanto\Downloads\TITANS"

$modelname "GOW\TITANS\FIRE TITAN\perses.mdl

$body "body,Collection.dmx"

$mostlyopague

$cdmaterials "TITANS\perses"
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Showing 1-15 of 25 comments
ZergSquad Jun 29, 2020 @ 4:37am 
Who said??
What "bad" command??
Wtf u have ',' in filename??
Is that full qc that u use??
monsantoj Jun 29, 2020 @ 5:04am 
Originally posted by ZergSquad:
Who said??
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

ZergSquad Jun 29, 2020 @ 5:20am 
Use crowbar to compile, not blender
No $bbox
No $sequence
Zappy Jun 29, 2020 @ 5:50am 
Originally posted by monsantoj:
- $body "body,Collection.dmx" -
This should probably instead be something like...
$Body "body" "Collection.dmx"

Also, as ZergSquad says, you need a $Sequence line, like...
$Sequence "RefPose" "Collection.dmx"



Originally posted by ZergSquad:
- No $bbox -
$BBox is not required to be set when compiling a model.
Last edited by Zappy; Jun 29, 2020 @ 8:13am
monsantoj Jun 29, 2020 @ 6:08am 
Originally posted by Zappy:
Originally posted by monsantoj:
- $body "body,Collection.dmx" -
This should probably instead be something like...
$Body "body" "Collection.dmx"

Also, as ZergSquad says, you need a $Sequence line, like...
$Sequence "RefPose" "Collection.dmx" FPS 1



Originally posted by ZergSquad:
- No $bbox -
$BBox is not required to be set when compiling a model.
Oh ok but now it’s saying “too many bone influences per vortex” what does that mean
Zappy Jun 29, 2020 @ 6:20am 
Originally posted by monsantoj:
Oh ok but now it’s saying “too many bone influences per vortex” what does that mean
It means that there's at least 1 vertex of the DMX file that's affected by more than 3 bones.


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.
Last edited by Zappy; Jun 29, 2020 @ 6:21am
monsantoj Jun 29, 2020 @ 7:36am 
Originally posted by Zappy:
Originally posted by monsantoj:
Oh ok but now it’s saying “too many bone influences per vortex” what does that mean
It means that there's at least 1 vertex of the DMX file that's affected by more than 3 bones.


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.
Now it’s says expecting number got “{“ what’s that mean
Zappy Jun 29, 2020 @ 7:41am 
Originally posted by monsantoj:
Now it’s says expecting number got “{“ what’s that mean
It shouldn't say that, unless you've done something that you shouldn't have. Please copy the entirety of the QC file, and paste it here for me to see (preferably between [code] and [/code]).
monsantoj Jun 29, 2020 @ 7:51am 
Originally posted by Zappy:
Originally posted by monsantoj:
Now it’s says expecting number got “{“ what’s that mean
It shouldn't say that, unless you've done something that you shouldn't have. Please copy the entirety of the QC file, and paste it here for me to see (preferably between [code] and [/code]).

$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
Zappy Jun 29, 2020 @ 8:13am 
Originally posted by monsantoj:
- $bbox {min x} {min y}{min z} {man x} {max y} {max z} -
Firstly, "{min x}", "{min y}", "{min z}", "{man x}", "{max y}", and "{max z}" are supposed to be numbers.

Secondly, you don't need a $BBox line. Just get rid of this whole line, then try to compile it again.
monsantoj Jun 29, 2020 @ 8:27am 
Originally posted by Zappy:
Originally posted by monsantoj:
- $bbox {min x} {min y}{min z} {man x} {max y} {max z} -
Firstly, "{min x}", "{min y}", "{min z}", "{man x}", "{max y}", and "{max z}" are supposed to be numbers.

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
Pte Jack Jun 29, 2020 @ 9:29am 
Originally posted by ZergSquad:
Use crowbar to compile, not blender
No $bbox
No $sequence

$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>
monsantoj Jun 29, 2020 @ 9:57am 
Originally posted by Pte Jack:
Originally posted by ZergSquad:
Use crowbar to compile, not blender
No $bbox
No $sequence

$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

Last edited by monsantoj; Jun 29, 2020 @ 10:26am
Pte Jack Jun 29, 2020 @ 10:59am 
I bet, the model did not compile and you had an error. or your not in a motion or graph editor and the bones don't display in the clip editor (ever).

https://steamcommunity.com/sharedfiles/filedetails/?id=1226526147

Did you move the model from the usemod compile folder?
monsantoj Jun 29, 2020 @ 11:11am 
Originally posted by Pte Jack:
I bet, the model did not compile and you had an error. or your not in a motion or graph editor and the bones don't display in the clip editor (ever).

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
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Date Posted: Jun 29, 2020 @ 3:31am
Posts: 25