by fenderrocker » 15 Jul 2009 19:29
by Shilo » 15 Jul 2009 21:18
by Xezium » 19 Jul 2009 22:18
by Shilo » 20 Jul 2009 04:35
by Xezium » 20 Jul 2009 12:45
Shilo wrote:Weapons are a bit different than player models lol.
If I recall correctly, their QC files are more akin to prop models, and you have to assign the texture name in the modeling program rather than pointing to it in the qc like for a player model.
by Shilo » 21 Jul 2009 18:23
by Xezium » 21 Jul 2009 18:25
Shilo wrote:Sounds like it can't find the model maybe. Try checking the console to see what the error is. If it can't find the model, it should state the path and name of what it's looking for.
by Shilo » 21 Jul 2009 18:35
by Xezium » 21 Jul 2009 18:46
Shilo wrote:Have you tried viewing the model with model viewer? Does it show up or is that an Error too? If it shows up, then it's something wrong with your paths, if it doesn't, then the model didn't work properly when compiling.
First person is really annoying to do =P, and it doesn't work properly online as far as I know. There is a tutorial here about how to do weapons.
http://www.fpsbanana.com/tuts/7436
And ya, I assume it would be the same for custom hands. Just decompile one of the original hands, and follow how the QC is.
by Shilo » 21 Jul 2009 19:00
by Xezium » 21 Jul 2009 19:16
by Shilo » 22 Jul 2009 04:19
by Savage » 22 Jul 2009 04:50
fatdogm wrote:mines nowhere near ready for release but heres a pic to show some progress, going with the title left in pajamas
by Xezium » 22 Jul 2009 14:32
Shilo wrote:Ah yes.. the lovely.. problem. You can play online like this, but the only way to fix it as far as I know, will stop you from being able to play on most servers.
If you go back to the tutorial I linked before, http://www.fpsbanana.com/tuts/7436
there is a section "4. Compiling and problem solving". This is how to fix that arm thingy.. Believe me, I know how annoying it is
by Crdbrdbxr » 28 Jul 2009 18:16
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
by Shilo » 29 Jul 2009 02:02
by Crdbrdbxr » 29 Jul 2009 13:06
by Shilo » 29 Jul 2009 18:53
by Crdbrdbxr » 29 Jul 2009 19:40
by Xezium » 29 Jul 2009 20:47
by Shilo » 29 Jul 2009 21:43
by Xezium » 30 Jul 2009 11:00
Shilo wrote:Woohoo, I'm passively spreading the movie! lol
Hope you enjoy it though it's probably not for everyone lol.
As for the physics model, just rotate your model, export it as a reference smd to the name phymodel.smd and compile using that.
by Shilo » 30 Jul 2009 18:14
by Xezium » 30 Jul 2009 21:08
Shilo wrote:Ah yess... it took me MUCH tinkering to get my new medkit model up there to face the right way.. and on top of that.. it gets some problems too lol. I ended up rotating the model over and over in max, exporting and recompiling to get it working
by Shilo » 31 Jul 2009 00:39
by Xezium » 31 Jul 2009 01:24
Shilo wrote:Indeed!
I love how you put that credit part lol, that made my day lol.
by Shilo » 31 Jul 2009 02:03
by Xezium » 31 Jul 2009 13:19
by Shilo » 31 Jul 2009 18:27
by Xezium » 31 Jul 2009 19:49
Shilo wrote:Well for one, the links for the 2 pics got messed up there lol, apparently you need to use the url tags for urls.. I found that out a while ago the same way lol.
The "missmatched parent bones" error sounds to me like maybe a bone got deleted. Like it's looking for the skeleton and not finding the right/complete one.
"$poseparameter" huh... odd. Well I know the medkit doesn't have that in the QC.
Try getting the missmatched parent bone error fixed first. It might be the other one is related to that. Hmm..
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