Go Back   Steam Users' Forums > Steam Tool Discussions > Source Art & Sound Design

Reply
 
Thread Tools Display Modes
Old 02-14-2012, 04:24 AM   #1
Fredrikli
 
Join Date: Sep 2009
Reputation: 0
Posts: 122
SDK scratch custom model

hello!
Im trying to export a Player model to my mod based on the SDK template.



this.

why does it do this?
I'm using XSI modtool, with the valve addon.
i've created a model with the biped guide.
even if i scale up the model x5, the model still is the same size after i export it.

Code:
$modelname player\louis.mdl
$cdmaterials models\player

$surfaceprop "flesh"

//$include "..\bones1.qci"
$include "..\ruleshierarchy.qci"
$include "..\sdk_hitbox.qci"
//$include "red_player_ragdoll.qci"

$bodygroup body 
{
studio "louis_ref.smd"
}

$bodygroup helmet 
{
studio "red_helmet_reference.smd"
blank
}

$attachment 2 "valvebiped.bip01_head1" 0 0 0 rotate 0 0 0
$attachment head "valvebiped.bip01_head1" 0 0 0 rotate 0 0 0


$includemodel player/sdk_player_shared.mdl

$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.weapon_bone_left"
I left the helmet on for fun, it's got nothing to do with it :P

Thanks in advance!
Fredrikli is offline  
Reply With Quote
Old 02-16-2012, 11:00 PM   #2
f64
 
Join Date: Jun 2007
Reputation: 38
Posts: 180
Most likely, this is caused by commenting out the bones1.qci in you.qc.

You can create your own .qci by folowing these instructions or creating a batch file to run from anywhere.

Using your sdk example and when running the $definebone command, I would add these lines to the .qc:
Code:
$heirarchy "valvebiped.Bip01_Pelvis" ""
$heirarchy "Valvebiped.bip01_Spine" "valvebiped.Bip01_Pelvis"
$root "valvebiped.Bip01_Pelvis"
while commenting out these lines:
Code:
$include "..\bones1.qci"
$include "..\ruleshierarchy.qci"
$include "..\sdk_hitbox.qci"
$include "red_player_ragdoll.qci"
Then make sure you delete or comment out $definebone "ValveBiped.Bip01" in the .qci.


If that doesn't fix it, make sure you're enveloping the mesh by selecting the envelope group (all the bones) or middle clicking (branch selecting) the Bip01 in the explorer.

Without adjusting any envelope weights, the reference pose should look pretty good, but animations will look horrible.


Also make sure you're freezing your mesh (Transform> Freeze All Transforms) before enveloping it to the skeleton. After selecting your mesh, it should indicate 111 for Scale, 000 for Rotation and 000 for Translation in the Main Command Panel on the right.

Last edited by f64: 08-26-2012 at 04:37 PM.
f64 is offline   Reply With Quote
Old 02-17-2012, 10:50 AM   #3
Fredrikli
 
Join Date: Sep 2009
Reputation: 0
Posts: 122
I don't think there's any real problem with the .QC file, because I've pretty much copy/pasted the .QC from the SDK content folder (premade). I forgot to "uncomment" the bones thing before i posted it (i've tried compiling with the bones.qci file too :/ ). I've also tried compiling without the premade animations; with only a ragdoll pose as idle pose, and it still scales the model down.
I think i've frozen the model before enveloping, but i'll try that again when i'm at my computer.
Fredrikli is offline   Reply With Quote
Old 02-20-2012, 02:33 AM   #4
Fredrikli
 
Join Date: Sep 2009
Reputation: 0
Posts: 122
okay, problem was, the mesh's root was scaled, but the mesh itself was not, and thats why i saw the character as the correct size in XSI and not in source! your comment was very helpful and ambitious! thanks! rep'd!
Fredrikli is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Tool Discussions > Source Art & Sound Design


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -7. The time now is 11:22 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2012, All Rights Reserved.