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SOuNDSNC
10-11-2007, 10:32 PM
Hi, I'm replacing the main character on the eclipse mod. I decompiled her, removed the previous model from the refference and rigged my model to her skeleton, rewrote the QC file and compiled. She works ingame except for a few things. Her arms move as if she's walking instead of playing the idle animation and the bottom half doesn't even animate at all like its not even being called. I realise decompiled models get really messed up but I looked at the valve models and figured I had taken the appropriate steps to restoring it...guess I'm wrong? :P

Here is a copy of my QC file. I'm sure I have errors. Can anyone point me in the right direction?

Also, It apears that the event sounds aren't working.

//=================================
// Model and Surface info
//=================================

$cd "G:\Source\SteamApps\SourceMods\Eclipse\models\play er\PlayerRipped"
$modelname "player\ec_violet.mdl"
$model "studio" "ec_violet_base.smd"
$cdmaterials "models\player\"
$surfaceprop "flesh"

//=================================
// Dumped Hitbox Areas
//=================================

$hbox 0 "Bip01" 0.00 -4.43 -2.19 3.41 0.00 4.62
$hbox 0 "Bip01 Spine" -2.42 -3.93 -4.80 6.90 2.42 4.80
$hbox 0 "Bip01 Spine1" 0.00 -4.68 -5.31 8.77 3.23 5.28
$hbox 0 "Bip01 Spine2" 0.00 -4.69 -6.07 8.41 3.31 5.74
$hbox 0 "Bip01 Neck" -1.10 -2.11 -3.63 2.33 3.03 3.75
$hbox 0 "Bip01 Head" -3.28 -2.94 -4.15 8.75 5.64 7.48
$hbox 0 "Bip01 L Clavicle" -1.18 -2.65 -4.56 6.99 2.71 1.95
$hbox 0 "Bip01 L UpperArm" -1.41 -2.40 -1.89 10.94 2.50 2.35
$hbox 0 "Bip01 L Forearm" -1.61 -1.80 -2.01 13.96 2.05 1.39
$hbox 0 "Bip01 L Hand" 0.00 -0.57 -1.22 3.58 1.32 1.05
$hbox 0 "Bip01 L Finger0" -1.17 -0.59 -0.49 5.69 5.13 2.46
$hbox 0 "Bip01 L Finger01" 0.00 0.00 0.00 1.69 4.00 2.14
$hbox 0 "Bip01 L Finger11" 0.00 -0.43 -0.40 3.92 1.05 1.64
$hbox 0 "Bip01 L Finger2" 0.00 -0.29 0.00 2.33 1.01 1.05
$hbox 0 "Bip01 R Clavicle" 0.00 -3.09 -1.62 7.32 1.28 3.00
$hbox 0 "Bip01 R UpperArm" 0.00 -1.73 -2.95 11.89 1.59 1.55
$hbox 0 "Bip01 R Forearm" 0.00 -1.90 -1.96 11.67 1.90 1.50
$hbox 0 "Bip01 R Hand" -0.03 -1.06 -0.93 3.57 1.90 1.64
$hbox 0 "Bip01 R Finger01" -0.45 -0.53 -2.95 3.00 5.28 0.65
$hbox 0 "Bip01 R Finger1" -0.59 -0.81 -0.70 1.88 0.77 0.91
$hbox 0 "Bip01 R Finger11" -0.86 -0.88 -0.79 2.83 0.81 0.87
$hbox 0 "Bip01 R Finger2" -0.52 -0.98 -0.79 1.88 1.07 0.51
$hbox 0 "Bip01 R Finger21" -0.30 -1.20 -1.55 3.16 1.35 1.58
$hbox 0 "Bip01 R Finger3" -0.56 -1.00 -0.75 2.07 0.86 0.71
$hbox 0 "Bip01 R Finger31" -0.63 -1.12 -0.91 2.75 0.03 0.55
$hbox 0 "Bip01 L Thigh" -4.09 -4.20 -2.63 19.70 3.27 7.08
$hbox 0 "Bip01 L Calf" -1.39 -3.59 -2.97 15.19 3.77 2.58
$hbox 0 "Bip01 L Foot" -1.34 -1.84 -2.05 4.99 7.73 3.32
$hbox 0 "Bip01 L Toe0" 0.00 0.00 -0.74 4.53 3.68 3.08
$hbox 0 "Bip01 R Thigh" -4.22 -4.76 -4.77 16.87 3.11 2.95
$hbox 0 "Bip01 R Calf" -1.38 -4.67 -3.05 13.63 1.29 2.74
$hbox 0 "Bip01 R Foot" -1.25 -3.00 -2.60 4.99 4.25 2.29
$hbox 0 "Bip01 R Toe0" 0.00 0.00 -2.06 3.39 3.45 1.51
$hbox 0 "objBody1" 0.00 -3.74 0.00 4.41 0.00 43.82

//================================================== =
// Weightlist info for animation Separation/Influence
//================================================== ==

$heirarchy "Bip01 Pelvis" ""
$heirarchy "Bip01 Spine" "Bip01 Pelvis"
$heirarchy "Bip01 L Clavicle" "Bip01 Spine2"
$heirarchy "Bip01 R Clavicle" "Bip01 Spine2"
$heirarchy "Bip01 L Thigh" "Bip01 Pelvis"
$heirarchy "Bip01 R Thigh" "Bip01 Pelvis"

$poseparameter "move_yaw" -180 180 wrap
$poseparameter "body_pitch" -90 90 loop 360
$poseparameter "body_yaw" -90 90 loop 360

$weightlist upperbody "Bip01 Spine" 1.0
$weightlist nolowerbody "Bip01 Pelvis" 1.0 "Bip01 L Thigh" 0.0 "Bip01 R Thigh" 0.0
$weightlist lowerbody "Bip01 Pelvis" 1.0 "Bip01 Spine" 0.0

//=================================
// Custom Character Lighting/Debug
//=================================

$illumposition 1.957 -0.881 31.467

//=================================
// Idles and Customs
//=================================

$sequence idle "idle" loop ACT_IDLE 4 fps 30.00
$sequence idle_lookaround "idle_lookaround" ACT_IDLE 1 loop fps 30.00
$sequence idle_play_w_power "idle_play_w_power" ACT_IDLE 1 loop fps 30.00
$sequence idle_kick_dust "idle_kick_dust" ACT_IDLE 1 loop fps 30.00
$sequence idle_brush_hair "idle_brush_hair" ACT_IDLE 1 loop fps 30.00
$sequence damage "damage" loop fps 30.00


//=================================
// Walk Upper
//=================================

$animation a_Walk_uS "walk_upper_south" startloop 0 LX LY alignto idle rotateto -180
$animation a_Walk_uSE "walk_upper_southeast" startloop 0 LX LY alignto idle rotateto -135
$animation a_Walk_uE "walk_upper_east" startloop 0 LX LY alignto idle rotateto -90
$animation a_Walk_uNE "walk_upper_northeast" startloop 0 LX LY alignto idle rotateto -45
$animation a_Walk_uN "walk_upper_north" startloop 0 LX LY alignto idle rotateto 0
$animation a_Walk_uNW "walk_upper_northwest" startloop 0 LX LY alignto idle rotateto 45
$animation a_Walk_uW "walk_upper_west" startloop 0 LX LY alignto idle rotateto 90
$animation a_Walk_uSW "walk_upper_southwest" startloop 0 LX LY alignto idle rotateto 135
$animation a_Walk_uZero "walk_upper_zero" loop

$sequence walk_upper {
a_Walk_uS a_Walk_uSE a_Walk_uE a_Walk_uNE a_Walk_uN a_Walk_uNW a_Walk_uW a_Walk_uSW a_Walk_uS
weightlist nolowerbody
blendwidth 9 blend move_yaw -180 180 ACT_WALK_AIM 1
}

//=================================
// Walk Lower
//=================================

$animation a_WalkS "walk_lower_south" startloop 0 LX LY alignto idle rotateto -180
$animation a_WalkSE "walk_lower_southeast" startloop 0 LX LY alignto idle rotateto -135
$animation a_WalkE "walk_lower_east" startloop 0 LX LY alignto idle rotateto -90
$animation a_WalkNE "walk_lower_northeast" startloop 0 LX LY alignto idle rotateto -45
$animation a_WalkN "walk_lower_north" startloop 0 LX LY alignto idle rotateto 0
$animation a_WalkNW "walk_lower_northwest" startloop 0 LX LY alignto idle rotateto 45
$animation a_WalkW "walk_lower_west" startloop 0 LX LY alignto idle rotateto 90
$animation a_WalkSW "walk_lower_southwest" startloop 0 LX LY alignto idle rotateto 135
$animation a_WalkZero "walk_lower_zero" loop

$sequence walk_lower {
a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
blendwidth 9 blend move_yaw -180 180 ACT_WALK 1
{ event 7001 20 "lfoot" }
{ event 7001 0 "rfoot" }
}


//=================================
// Run Upper
//=================================

$animation a_Run_uS "run_upper_south" startloop 0 LX LY alignto idle rotateto -180
$animation a_Run_uSE "run_upper_southeast" startloop 0 LX LY alignto idle rotateto -135
$animation a_Run_uE "run_upper_east" startloop 0 LX LY alignto idle rotateto -90
$animation a_Run_uNE "run_upper_northeast" startloop 0 LX LY alignto idle rotateto -45
$animation a_Run_uN "run_upper_north" startloop 0 LX LY alignto idle rotateto 0
$animation a_Run_uNW "run_upper_northwest" startloop 0 LX LY alignto idle rotateto 45
$animation a_Run_uW "run_upper_west" startloop 0 LX LY alignto idle rotateto 90
$animation a_Run_uSW "run_upper_southwest" startloop 0 LX LY alignto idle rotateto 135
$animation a_Run_uZero "run_upper_zero" loop

$sequence Run_upper {
a_Run_uS a_Run_uSE a_Run_uE a_Run_uNE a_Run_uN a_Run_uNW a_Run_uW a_Run_uSW a_Run_uS
weightlist nolowerbody
blendwidth 9 blend move_yaw -180 180 ACT_RUN_AIM 1
}

//=================================
// Run Lower
//=================================

$animation a_RunS "run_lower_south" loop LX LY startloop 0 rotateto -180 alignto idle
$animation a_RunSE "run_lower_southeast" loop LX LY startloop 0 rotateto -135 alignto idle
$animation a_RunE "run_lower_east" loop LX LY startloop 0 rotateto -90 alignto idle
$animation a_RunNE "run_lower_northeast" loop LX LY startloop 0 rotateto -45 alignto idle
$animation a_RunN "run_lower_north" loop LX LY startloop 0 rotateto 0 alignto idle
$animation a_RunNW "run_lower_northwest" loop LX LY startloop 0 rotateto 45 alignto idle
$animation a_RunW "run_lower_west" loop LX LY startloop 0 rotateto 90 alignto idle
$animation a_RunSW "run_lower_southwest" loop LX LY startloop 0 rotateto 135 alignto idle
$animation a_RunZero "run_lower_zero" loop

$sequence run_lower {
a_RunS a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
blendwidth 9 blend move_yaw -180 180 ACT_RUN 1
{ event 7001 16 "lfoot" }
{ event 7001 4 "rfoot" }
}

//===================================
// Additional Animations and Ragdoll
//===================================

$sequence tk_upper_spell "tk_upper_spell" ACT_RANGE_ATTACK1 1 fps 30.00
$sequence tk_upper_attack "tk_upper_attack" ACT_RANGE_ATTACK2 1 fps 30.00
$sequence attack_firefly "attack_firefly" fps 30.00
$sequence jump_up "jump_up" ACT_HOP 1 fps 30.00
$sequence jump_down "jump_down" ACT_LAND 1 fps 30.00
$sequence jump_inair "jump_inair" loop fps 30.00
$sequence jump "jump" fps 30.00
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00

//=================================
// Physics Parameters
//=================================

$collisionjoints "phymodel.smd" {

$mass 94.0
$inertia 10.00
$damping 1.75
$rotdamping 10.00
$rootbone "Bip01"

//I know I'm missing joint constraints. I'll do that after.

}

SOuNDSNC
10-12-2007, 10:23 PM
Anybody alive out there?

Hanabusa
10-15-2007, 09:57 AM
Why don't you use Violet's animation mdl?
You can use it like this:

$includemodel "violet_animations.mdl"
(I don't know correct file name.)

Did you use "commonbones.qci" or "$definebone" to your model from Violet's one?

SOuNDSNC
10-15-2007, 11:13 AM
I have one word for you.

Touché.

Thanks for the response,

-SNC