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Bir çeviri sorunu bildirin
In the Export utility Export Path... Points to where you want Blender to dump your model source files.
I recommend using DMX as the export format.
The up axis is how you have your model standing on the floor, which way is the head pointed?
Engine Path Point this to the SFM\game\bin folder. Once you enter the engine path the DMX version buttons will disappear.
Enter your material path in relation to the materials folder (If I put my materials in the usermod\materials\models\myproject folder the path entered here would be models\myproject
If your model has flexes, leave this Shapekeys set to simple (unless you know what you're doing and can work the advanced controller info)
The game path in the Source Engine QC Compiles section points to usermod (where your gameinfo.txt files is) and then finally point the qc path to your qc file.
Now press Export and your DMX files will be created. Now if your qc is ready, press the button with your qc name on it and compile your model.
I think this is the third time I've tried to help you with this same question. If not you, then I think I'm developing my guide just at the right time.
The model I'm exporting is based off of a model that I took out of SFM, as you might remember, so would it be OK to just use the QC file from that?
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
For example
This is a QC opening for a model using the SMD format with Flexes and a VTA file
"myproject/mymodel.mdl"
$model "scout" "modelnamehere.smd" {
eyeball "eye_right" "bip_head" -1.251646 75.814273 2.141015 "eyeball_r" 1.4 4 "iris_unused" 0.6
eyeball "eye_left" "bip_head" 1.251646 75.814273 2.141015 "eyeball_l" 1.4 -4 "iris_unused" 0.6
flexfile "vtaNameHere.vta"
{
defaultflex frame 0
flexpair "CloseLidLo" 1 frame 1
flexpair "CloseLidUp" 1 frame 2
flex "WQ" frame 3
flex "OO" frame 4
flex "MB" frame 5
flex "SH" frame 6
flex "Y" frame 7
flex "FV" frame 8
flex "AH" frame 9
flex "AE" frame 10
}
flexcontroller right_CloseLid range 0 1 right_CloseLid
flexcontroller left_CloseLid range 0 1 left_CloseLid
flexcontroller multi_CloseLid range 0 1 multi_CloseLid
flexcontroller WQ range 0 1 WQ
flexcontroller OO range 0 1 OO
flexcontroller MB range 0 1 MB
flexcontroller SH range 0 1 SH
flexcontroller Y range 0 1 Y
flexcontroller FV range 0 1 FV
flexcontroller AH range 0 1 AH
flexcontroller AE range 0 1 AE
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
%CloseLidLoR = 0.5 + right_CloseLid / 2 - multi_CloseLid / 2 * (1 + right_CloseLid)
%CloseLidUpR = 0.5 + right_CloseLid / 2 + multi_CloseLid / 2 * (1 + right_CloseLid)
%CloseLidLoL = 0.5 + left_CloseLid / 2 - multi_CloseLid / 2 * (1 + left_CloseLid)
%CloseLidUpL = 0.5 + left_CloseLid / 2 + multi_CloseLid / 2 * (1 + left_CloseLid)
%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
}
Opening for the same model with flexes but exported in DMX format (no VTA will be created or exported on export)
$modelname "myproject/mymodel.mdl"
$model "scout" "modelnameHere.dmx" {
eyeball "eye_right" "bip_head" -1.251646 75.814273 2.141015 "eyeball_r" 1.4 4 "iris_unused" 0.6
eyeball "eye_left" "bip_head" 1.251646 75.814273 2.141015 "eyeball_l" 1.4 -4 "iris_unused" 0.6
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
}
WARNING: Environment Variable VMOD usermod and -game C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\hl2 do not end with the same valueqdir: "c:\users\declan\desktop\decompiled source rigs\jake finished\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\hl2\"
g_path: "jakehedgehog.qc"
Building binary model files...
Working on "jakehedgehog.qc"
ERROR: c:\users\declan\desktop\decompiled source rigs\jake finished\jakehedgehog.qc(5): - could not load file 'jakehedgehog_reference.smd'
ERROR: Aborted Processing on 'Skittmodels/Jake.mdl'
...Compiling finished. Check above for any errors.
Compiling...
WARNING: Environment Variable VMOD usermod and -game C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\hl2 do not end with the same valueqdir: "c:\users\declan\desktop\decompiled source rigs\jake finished\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\hl2\"
g_path: "jakehedgehog.qc"
Building binary model files...
Working on "jakehedgehog.qc"
SMD MODEL jakehedgehog_reference.smd
ERROR: c:\users\declan\desktop\decompiled source rigs\jake finished\jakehedgehog.qc(12): - could not load file 'jakehedgehog.vta'
ERROR: Aborted Processing on 'SkittModels/JakeHedgehog.mdl'
...Compiling finished. Check above for any errors.
http://imgur.com/xwuaOdg
Materials were missing, he was just colored black and purple all over XD I probably got the name of the folder wrong, I don't remember the exact name of what I set in the qc, I'll check that later. Bones were there, didn't test moving anything yet. The model looked to be exactly the way it was when in Blender. As I feared would happen, there were no flexes to move the mouth. It was a success in the only way I thought it would be.
How can I make it so that it's possible to load the vta file as well, so I can get the model's mouth to move?
But here goes. Ok, with the model imported into blender, you have to import the vta into blender. Once the file is imported your going to see a whole lot of dots. These are mismatched vertexes. Click on Sonics head and go to the vertex tab in the properties panel and in the shapekeys area, see if the shapekeys are there. if they are, click on one of the dots until they disappear. When they disappear and only dots are selected, press x and delete it. Now click the head again and see if the shapekey are still there. If you make a mistake Ctl-Z back to the point you made the mistake.