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The .qc is:
$modelname "models\pokemanaphy\Nack the Weasel.mdl"
$model "Nack the Weasel" "Nack the Weasel.smd"
$staticprop
$surfaceprop default
$cdmaterials "models\pokemanaphy\Nack the Weasel"
$sequence idle "Nack the Weasel.smd"
$collisionmodel "Nack the Weasel.smd" { $concave }
The .vmt is:
"VertexLitGeneric"
{
"$basetexture" "models/pokemanaphy/Nack the Weasel/Nack the Weasel"
"$bumpmap" "models/pokemanaphy/phong"
"$phong" "1"
"$phongexponent" "8"
// "$phongexponenttexture" "models/pokemanaphy/Nack the Weasel/Nack the Weasel"
"$phongfresnelranges" "[.1 1 8]"
"$rimlight" "1"
"$rimlightexponent" 4
"rimlightboost" "2"
lighting
// "$rimmask" "1"
}
And the compile log output is:
// Created by Crowbar 0.24.0.0
Compiling...
qdir: "c:\users\taylor\desktop\pokemanaphy source models\nack the weasel\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "Nack the Weasel.qc"
Building binary model files...
Working on "Nack the Weasel.qc"
SMD MODEL Nack the Weasel.smd
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.mdl:
bones 676 bytes (0)
animation x y ips angle
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 216 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 4 bytes
keyvalues 0 bytes
bone transforms 0 bytes
bone flex driver 0 bytes
collision 0 bytes
total 1284
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.vvd:
vertices 0 bytes (0 vertices)
tangents 0 bytes (0 vertices)
total 64 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 0 bytes
strip groups: 0 bytes
strips: 0 bytes
verts: 0 bytes
indices: 0 bytes
bone changes: 8 bytes
everything: 72 bytes
Completed "Nack the Weasel.qc"
...Compiling finished. Check above for any errors.
You should never use a non-physics mesh as a physics mesh, and you should almost never use a physics mesh as a model mesh. (And either way, Source FilmMaker doesn't care about physics meshes.)
I deleted them and I'm still getting the same error. Could it be the way I export it with the .smd plugin for max? I export Skeletal Animation as opposed to reference.
Yeah the other one was giving me an error, so that's why I was using skeletal animation, and it worked with some older models I used somehow. I used reference, and I'm not getting the error anymore, but the model is invisible now.
Also sorry if these seem like "noobish" questions I'm still learning this. :/
obvious numbers tho. skeleton without meat. the smd is empty. maybe you gotta check and recheck how and what you exported from max. totally missing the reference mesh!?!
// Created by Crowbar 0.24.0.0
Compiling...
qdir: "c:\users\taylor\desktop\pokemanaphy source models\nack the weasel\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "Nack the Weasel.qc"
Building binary model files...
Working on "Nack the Weasel.qc"
SMD MODEL Nack the Weasel.smd
Processing LOD for material: fang
Processing LOD for material: pupil
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.mdl:
bones 7532 bytes (25)
animation x y ips angle
animations 176 bytes (1 anims) (1 frames) [0:00]
sequences 316 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 136 bytes
keyvalues 0 bytes
bone transforms 3464 bytes
bone flex driver 0 bytes
collision 0 bytes
total 12344
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.vvd:
vertices 160320 bytes (3340 vertices)
tangents 53440 bytes (3340 vertices)
total 213824 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models/models\pokemanaphy\Nack the Weasel.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 66 bytes
strips: 70 bytes
verts: 30060 bytes
indices: 7950 bytes
bone changes: 200 bytes
everything: 38428 bytes
Completed "Nack the Weasel.qc"
...Compiling finished. Check above for any errors.