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http://i.imgur.com/tSSff2L.jpg
That's my entire QC.
Change it to this:
Also, get rid of the $hboxset and $hbox lines. Those are not needed and will cause problems if not set up properly.
Ok done and done, I compiled it in the itemtest thingy. got it into the item test map, But now I'm at what looks like the last hurdle.
From this angle the hat moves about 6ft behind the heavy: http://i.imgur.com/3EhC2qn.jpg
But from this angle it is perfectly in possition: http://i.imgur.com/ypcqiam.jpg
Now I believe I've over stayed my welcome here, and you have been a great help, But this is most likely the last problem I will be facing, I have learned alot from your videos as well as my own messing about with the program.
Any ideas as to why this seems to be happening?
If you did compile manually, the problem lies with your bone. When you exported your model in blender, you might have accidentally moved the bone when exporting. If I were you, I would delete any existing bones in the scene (actually delete everything except your model), re-import a fresh heavy model, assign the correct bones to your model, and re-export/re-compile.
Right I've done that, and it now works! The texture works, model works, It stays in place, ALL IS GOOD! And It's now in the Workshop!
there was a slight problem with my texture though, with my other model, I think I posted it further up the thread.
http://i.imgur.com/nnBfe.jpg What's caused these black "stitching" It's not part of the texture, or even on the base model, is it something to do with my Ambient Acclusion?
If you look closely, these seams are on every model (there are some TF2 hats that have blaring seams).
Yeah I actually noticed this because my Bake Margin was set to zero, so I up'd it to about 8 or 9, and the black stitches have gone.
I want to thank you for all the help you have given me, I realise that I must've been abit of dick asking you all these questions, So thank you for keeping your cool and helping me when I need it.
This is my Tower.qc
$cd "C:\Users\Harry\Desktop\Demoman\output"
$modelname "player\items\demo\Tower.mdl"
$model "body" "Tower.smd"
$cdmaterials "\models\player\items\demo\Tower.tga"
$surfaceprop "cloth"
$sequence idle "Tower.smd" fps 30.00
$collisionmodel "Tower.smd" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
And I've done two seperate compiles with mdlcompiler and itemtest, but I seem to be getting the same problem as before, my texture is purple and black.
Thus it should be the following:
For reference, here was the QC I used when I submitted the Carouser's Capotain 2 years ago:
Note that the only difference in the texturing is that I have 2 skins ("skinfamilies").