by Shilo » 03 Mar 2010 22:52
by Nahka » 05 Mar 2010 04:29
by Tsumetai » 05 Mar 2010 16:58
by Shilo » 05 Mar 2010 18:01
Nahka wrote: Now that I'm thinking of it, Any chance these could be caused by compiling the model for a wrong game? I compiled it for L4D because I haven't been able to get L4D2 compiler working.
Tsumetai wrote:1: Gray eyes. This was mentioned way back on page 3, and I've seen custom models people have made with the eyes intact, but no one ever mentioned it again… How do I fix the gray eye syndrome?
Tsumetai wrote:2: He wont hold a melee weapon. Instead the melee weapon just sits upright in between his legs, at the model's origin. I'd imagine this was some kind of problem with a missing bone, but I'm at a loss as to what.
Tsumetai wrote:3: His right hand is messed up. Instead of gripping weapons, his hand "snakes" around them, also his upper arm seems to have some distortion, almost as if his whole arm gets twisted. The skinning looks fine in Max, and isn't any different than the left arm, which doesn't have these issues.
by Tsumetai » 05 Mar 2010 22:44
This doesn't work. It also doesn't make sense, the original models don't have the eyes as separate objects, or even separate sub-objects, just a different material index. I also didn't modify the head of this model in any way.Shilo wrote:Tsumetai wrote:1: Gray eyes. This was mentioned way back on page 3, and I've seen custom models people have made with the eyes intact, but no one ever mentioned it again… How do I fix the gray eye syndrome?
I have yet to actually try this myself.. but since it is basically the same engine, it should work : http://veazie.org/Tutorials/XSIAddingEyes/HL2_Adding_Eyes.html
Just skip the script stuff and look at the mesh setup and qc stuff. I assume a "cluster" is like an object is in max.
There are no attachments that the other survivors have that my model doesn't. From what I can gather after further research is that the problem is weapon_bone_extra. It was in the model I imported into Max, it's in the smd file I exported from Max, but when I use studiomdl to create the compiled model files, that bone apparently disappears. It's clearly in the smd file before compiling, but after I compile and open up the model in model viewer, that bone is no longer there.Shilo wrote:Tsumetai wrote:2: He wont hold a melee weapon. Instead the melee weapon just sits upright in between his legs, at the model's origin. I'd imagine this was some kind of problem with a missing bone, but I'm at a loss as to what.
Get your mesh, reimport the original model's skeleton, make sure you get the weapon bones with it and don't delete them by mistake (I did that once). There are 3 that I can see with L4D2 models, ValveBiped.weapon_bone, weapon_bone_Clip and weapon_bone_extra. Re-rig it.. That is the only thing I can think of. Check in your model viewer to see if the bones are there. You should be able to see a list of them all in the Bones tab. If that's not it, check to make sure you have all the attachments still in the qc file. Does L4D2 has an attachment in there just for melee? Perhaps you didn't add it?
Tsumetai wrote:3: His right hand is messed up. Instead of gripping weapons, his hand "snakes" around them, also his upper arm seems to have some distortion, almost as if his whole arm gets twisted. The skinning looks fine in Max, and isn't any different than the left arm, which doesn't have these issues.
No I didn't. The hands and bones, as well as their locations, are copied from the original.Shilo wrote:Hmm.. that is odd.. only thing I can say is study one of the original models skinning and make sure yours looks like that.. Did you move the bones at all by any chance in the reference model? That could cause problems if you did that, even mistakenly.
by Nahka » 06 Mar 2010 07:57
Tsumetai wrote:This is a great tutorial, and for the most part, seems to work fine in L4D2, but I have three problems that don't seem to be addressed here.
1: Gray eyes. This was mentioned way back on page 3, and I've seen custom models people have made with the eyes intact, but no one ever mentioned it again… How do I fix the gray eye syndrome?
2: He wont hold a melee weapon. Instead the melee weapon just sits upright in between his legs, at the model's origin. I'd imagine this was some kind of problem with a missing bone, but I'm at a loss as to what.
3: His right hand is messed up. Instead of gripping weapons, his hand "snakes" around them, also his upper arm seems to have some distortion, almost as if his whole arm gets twisted. The skinning looks fine in Max, and isn't any different than the left arm, which doesn't have these issues.
Shilo wrote:Shouldn't be a problem.. I don't have L4D2 but.. they are the same version of the engine (I believe) so I don't think it should be a problem.
About the randomly dieing.. I think my Nathan model did that a few times, I loaded into a new game and he instantly turned into a puddle of blood with a scream =(. Can't quite recall what caused this.. perhaps the phymodel or ragdoll models aren't quite right? The saferoom door issue is also making me thing phymodel.. is the physics model really big? Go in your model viewer and check the option for the Physics Model in the Render tab to see what it looks like. It should shape closely around the model.
by Shilo » 06 Mar 2010 20:25
Tsumetai wrote:This doesn't work. It also doesn't make sense, the original models don't have the eyes as separate objects, or even separate sub-objects, just a different material index. I also didn't modify the head of this model in any way.
Also, in the qc file of the original models, the two "eyeball" lines that the tutorial talks about are commented out with "//-doesn't work", so I imagine eyes are handled a different way now.
eyeball righteye "Bone01" -1.098 -2.312 64.65 "eyeball_r" 1.00 4 "grn_pupil_r" 0.5
eyeball lefteye "Bone01" 1.098 -2.312 64.65 "eyeball_l" 1.00 -4 "grn_pupil_r" 0.5
$attachment "eyes" "Bone01" 3.56 -2.83 0.01 rotate -90.00 0.00 0.00
There are no attachments that the other survivors have that my model doesn't. From what I can gather after further research is that the problem is weapon_bone_extra. It was in the model I imported into Max, it's in the smd file I exported from Max, but when I use studiomdl to create the compiled model files, that bone apparently disappears. It's clearly in the smd file before compiling, but after I compile and open up the model in model viewer, that bone is no longer there.
No idea why.
No I didn't. The hands and bones, as well as their locations, are copied from the original.
Nahka wrote:I have problems 1 and 3 too, I think the hand problem is caused by rotated bone while decompiling. Bloocobalt had the same problem, never got it fixed. About the eyes, I messed around with the values in the qc, got one pupil visible but still way off from the correct position. I'd say the "//-doesn't work" code works, but the values are wrong.
The phymodel is original, no problems there. I'm not sure about the ragdoll though, it might have some problems since the model is damn hard to spawn in Gmod. Anyway, I don't think that's the reason, first saferoom door works perfectly.
by Tsumetai » 07 Mar 2010 01:18
by Nahka » 07 Mar 2010 14:03
Shilo wrote:As Nahka wrote, it does work and it does make sense. I figured it out last night from that tutorial. If you open an smd you made yourself in notepad or something, you can see it will still list the separate objects. It's probably only the decompiler that groups them all together. When you are doing this, like the tutorial says, you have to create two new objects the same shape as the eyes, name one tex_eye_l and one tex_eye_r. Make sure you put separate textures on them named eyeball_l.tga and eyeball_r.tga respectively.
The values in the "eyeball" lines do have to be unique to your new model though.
For mine I used : (don't mind the Bone01, change that to your model's head bone)
- Code: Select all
eyeball righteye "Bone01" -1.098 -2.312 64.65 "eyeball_r" 1.00 4 "grn_pupil_r" 0.5
eyeball lefteye "Bone01" 1.098 -2.312 64.65 "eyeball_l" 1.00 -4 "grn_pupil_r" 0.5
The big thing I really had to change was :
- Code: Select all
$attachment "eyes" "Bone01" 3.56 -2.83 0.01 rotate -90.00 0.00 0.00
I had to change the rotation to get it to show up right. And voila!
Tsumetai wrote:Eyes: The part that I said that doesn't make sense is the part where those lines of codes concerning the eyes are commented out in the original qc files, suggesting they're using another method. In any event, I did what you said, and got it so that the eyes work properly in model viewer. Unfortunately, they don't work properly in game! They start off looking forward when a game first starts, but then they start to wander freely, looking in any random direction, spending most of their time inside his head, but occasionally they come forward again.... needless to say, the effect is very creepy. Anyways, this is probably what they meant by "doesn't work".
by Shilo » 07 Mar 2010 22:18
Tsumetai wrote:In any event, I did what you said, and got it so that the eyes work properly in model viewer. Unfortunately, they don't work properly in game!
Nahka wrote:I've been trying to get the eyes work by changing the eyes -attachment but whatever I do, she stays crosseyed and pupils can only be seen from a very low angle. Could you guys give me a brief explanation which value changes what. I don't see any logic in how the pupils act when I change the values.
Tsumetai wrote:weapon_extra: I'm using the exporter from wunderboy.org for Max 9
by kamenkewl » 08 Mar 2010 00:52
by Shilo » 08 Mar 2010 01:05
by Nahka » 08 Mar 2010 01:37
by Shilo » 08 Mar 2010 01:45
by Tsumetai » 08 Mar 2010 04:51
Nahka wrote:Hey, I got the eyes working in model viewer. eyes -attachments was allright, eyeballs offset was way wrong. The eyeballs were positioned somewhere in the top part of the back of her head. Thanks for your help!
by Nahka » 08 Mar 2010 08:22
by Shilo » 09 Mar 2010 19:48
Tsumetai wrote:I don't think there's a problem with the exporter. Like I said, I checked the smd file myself, all the bones that are supposed to be in there are in fact there. And I have no idea how I'm supposed to get a hold of someone elses studiomdl.exe just to see if it works.
by Tsumetai » 09 Mar 2010 20:24
by Shilo » 12 Mar 2010 18:43
by Nahka » 13 Mar 2010 07:33
Tsumetai wrote: SUCCESS! Once the flex system was fully implemented and working, the eyes started working properly. The down side is that I had to use the hl2 flex system (the only one we have, it would seem), which is probably fine for all older source games, but L4D2 apparently uses new (more) flex animations and controllers, so some are missing. Although, this isn't really noticeable in-game.
New mystery: My character's mouth is black when he speaks. I pretty sure this highlights the importance of setting up the mouth in the qc file, except I don't know how. The tutorials mention a separate texture, but there are no mouth textures, nor mouth vmt's in anywhere in L4D2. The mouth textures are part of the character's heads, so I don't know how to set those up.
by Tsumetai » 13 Mar 2010 19:52
by Nahka » 16 Mar 2010 16:17
by Master Vezon » 17 Mar 2010 08:35
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