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> Model Compile Error
irish_thomas
post Jun 29 2011, 01:18 PM
Post #1


why?
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When i place the model in hammer it appears and disappears ingame
i uploaded the models to here http://www.mediafire.com/?n723hhaffm9adda
i never compiled a model into source i always got my friend to do it.
why is this happening?

This post has been edited by irish_thomas: Jun 29 2011, 01:21 PM


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Ad-Man
post Jun 29 2011, 01:45 PM
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What was the contents of the .qc file?


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irish_thomas
post Jun 29 2011, 01:49 PM
Post #3


why?
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QUOTE (Ad-Man @ Jun 29 2011, 02:45 PM) *
What was the contents of the .qc file?

i did on this site http://www.hamaloo.co.uk/sourcemdl
i went back and recompiled to get the compile log

g_path: "compile"
Working on "compile.qc"
SMD MODEL fence_short_ref.smd
SMD MODEL fence_short_phy.smd
Model has 11 convex sub-parts
Collision model completed.
---------------------
writing 69th_props/fence_short.mdl:
bones 708 bytes (1)
animations 104 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 52 bytes
Collision model volume 25139.78 in^3
collision 0 bytes
total 1524
---------------------
writing 69th_props/fence_short.vvd:
vertices 75552 bytes (1574 vertices)
tangents 25184 bytes (1574 vertices)
total 100800 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 14166 bytes
indices: 4524 bytes
bone changes: 16 bytes
everything: 18831 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 14166 bytes
indices: 4524 bytes
bone changes: 16 bytes
everything: 18831 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 14166 bytes
indices: 4524 bytes
bone changes: 16 bytes
everything: 18831 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.xbox.vtx": <-- REMOVED FROM DOWNLOAD
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 14166 bytes
indices: 4524 bytes
bone changes: 16 bytes
everything: 18831 bytes

Completed "compile.qc"


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AngryTaxPayer
post Jun 29 2011, 03:38 PM
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Decompiled the model you posted, sources would be better than a finished product in the future. I had to redo the smoothing groups, though that may have been due to the decompiling process, anyways after that the model worked fine for me. I went ahead and uploaded the sources i used (along with the qc i used) and the finished product. A few things to note however, the physics model for this could be simpler than it is, try making plain old boxes that fill the same space instead of reusing your 700 and something poly model. In this case you can get away with it but in the future you may not.
Also I threw in my Studio.bat file that I use to compile models ( it just links to my ep1 bin folder u can change it with notepad or any text editor) if you are going to be compiling alot of models you should do it under ep1 , otherwise you need a hex editor to decompile your models.

Anyways here is a pic of your model and texture showing up just fine in model viewer, a pic of the physics model is thrown in as well to show you its complexity.




Download Link:
http://www.gamefront.com/files/20495236/69.rar

This post has been edited by AngryTaxPayer: Jun 29 2011, 03:38 PM


--------------------


The essential act of war is destruction, not necessarily of human lives, but of the products of human labor. War is a way of shattering to pieces, or pouring into the stratosphere, or sinking in the depths of the sea, materials which might otherwise be used to make the masses too comfortable, and hence, in the long run, too intelligent. And at the same time the consciousness of being at war, and therefore in danger, makes the handing-over of all power to a small caste seem the natural, unavoidable condition of survival. -George Orwell
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irish_thomas
post Jun 29 2011, 03:43 PM
Post #5


why?
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QUOTE (AngryTaxPayer @ Jun 29 2011, 04:38 PM) *
Decompiled the model you posted, sources would be better than a finished product in the future. I had to redo the smoothing groups, though that may have been due to the decompiling process, anyways after that the model worked fine for me. I went ahead and uploaded the sources i used (along with the qc i used) and the finished product. A few things to note however, the physics model for this could be simpler than it is, try making plain old boxes that fill the same space instead of reusing your 700 and something poly model. In this case you can get away with it but in the future you may not.
Also I threw in my Studio.bat file that I use to compile models ( it just links to my ep1 bin folder u can change it with notepad or any text editor) if you are going to be compiling alot of models you should do it under ep1 , otherwise you need a hex editor to decompile your models.

Anyways here is a pic of your model and texture showing up just fine in model viewer, a pic of the physics model is thrown in as well to show you its complexity.




Download Link:
http://www.gamefront.com/files/20495236/69.rar


alrite thanks tax


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gRanTeLbArT
post Jun 29 2011, 08:45 PM
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The physics model definitely is way too detailed. Even the most complex models such as those of the player models for ragdolls are barely above 100-200 poly as far as I am aware.

Please read http://developer.valvesoftware.com/wiki/Collision_mesh and take that radiator as example. Of course, you should avoid having the collision model being bigger than the real thing is visibly. Edit: Because too big phyiscs will anger people that try to shoot from cover and then shoot against the tree/thing they are thinking they are shooting around. It happens with some trees even in BG2 as their physics sometimes is slightly bigger.


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irish_thomas
post Jun 29 2011, 09:40 PM
Post #7


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eh,models still only appearing in hammer not in game
with taxs version

This post has been edited by irish_thomas: Jun 29 2011, 09:41 PM


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gRanTeLbArT
post Jun 30 2011, 04:18 PM
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Which prop entity do you use? Does the model have an "idle" animation? Have you / tax compiled it with the .qc command $staticprop to allow it to be used with prop_static? Did you find any errors in your map in the compile log?


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irish_thomas
post Jun 30 2011, 05:00 PM
Post #9


why?
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QUOTE (gRanTeLbArT @ Jun 30 2011, 05:18 PM) *
Which prop entity do you use? Does the model have an "idle" animation? Have you / tax compiled it with the .qc command $staticprop to allow it to be used with prop_static? Did you find any errors in your map in the compile log?


I use prop_static,I don't know about the .QC because it's automatically generated.


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AngryTaxPayer
post Jun 30 2011, 06:31 PM
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i probably forgot to put $staticprop in the qc


--------------------


The essential act of war is destruction, not necessarily of human lives, but of the products of human labor. War is a way of shattering to pieces, or pouring into the stratosphere, or sinking in the depths of the sea, materials which might otherwise be used to make the masses too comfortable, and hence, in the long run, too intelligent. And at the same time the consciousness of being at war, and therefore in danger, makes the handing-over of all power to a small caste seem the natural, unavoidable condition of survival. -George Orwell
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irish_thomas
post Jul 1 2011, 10:31 AM
Post #11


why?
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QUOTE (AngryTaxPayer @ Jun 30 2011, 07:31 PM) *
i probably forgot to put $staticprop in the qc


eh, added $staticprop to the .qc file,recompiled still not working ingame i tried prop_dynamic still didnt work

This post has been edited by irish_thomas: Jul 1 2011, 10:31 AM


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Ad-Man
post Jul 1 2011, 11:01 AM
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remove:
CODE
$collisionmodel "phymodel.smd" {

    $concave
    $mass 100.0
    $inertia 1.00
    $damping 0.00
    $rotdamping 0.00
}


See if that helps.

Yes it won't be solid ingame but it may show its a bad phys model.


--------------------
Do you cant read me ? Not read ..
Not like whot i write ? not read too ...
Where is the problem ?


QUOTE (Copywright (wallhacker/bad modeler))
BGu had a chance of coming back but Roob failed sad really
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irish_thomas
post Jul 1 2011, 12:00 PM
Post #13


why?
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QUOTE (Ad-Man @ Jul 1 2011, 12:01 PM) *
remove:
CODE
$collisionmodel "phymodel.smd" {

    $concave
    $mass 100.0
    $inertia 1.00
    $damping 0.00
    $rotdamping 0.00
}


See if that helps.

Yes it won't be solid ingame but it may show its a bad phys model.




Still not appearing in game heres the compile log and the qc file attached below
CODE
g_path:  "Fence"
Working on "Fence.qc"
SMD MODEL fence_short_ref.smd
SMD MODEL idle.smd
SMD MODEL phymodel.smd
Model has 11 convex sub-parts
Collision model completed.
---------------------
writing 69th_props/fence_short.mdl:
bones          708 bytes (1)
animations     104 bytes (1 anims) (2 frames) [0:00]
sequences      220 bytes (1 seq)
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures        72 bytes
keyvalues       52 bytes
Collision model volume 25066.72 in^3
collision        0 bytes
total         1524
---------------------
writing 69th_props/fence_short.vvd:
vertices     51216 bytes (1067 vertices)
tangents     17072 bytes (1067 vertices)
total        68352 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:           9603 bytes
indices:         3948 bytes
bone changes:       8 bytes
everything:     13684 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:           9603 bytes
indices:         3948 bytes
bone changes:      16 bytes
everything:     13692 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:           9603 bytes
indices:         3948 bytes
bone changes:      16 bytes
everything:     13692 bytes
---------------------
Generating optimized mesh "69th_props/fence_short.xbox.vtx": <-- REMOVED FROM DOWNLOAD
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:           9603 bytes
indices:         3948 bytes
bone changes:      16 bytes
everything:     13692 bytes

Completed "Fence.qc"



CODE
// Fence - Generic QC


$modelname "69th_props/fence_short.mdl"
$model "Body" "fence_short_ref.smd"
$cdmaterials "models\69th_props\"
$hboxset "default"
$hbox 0 "static_prop" -56.330  -23.291  -32.045  55.196  21.776  28.748
// Model uses material "wood_grain_closeup_9250046.vmt"
$surfaceprop "Wood"
$keyvalues  { prop_data { "base" "Wood.Tiny"  } }
$illumposition -0.567 -0.758 -1.649
$sequence idle "idle" loop fps 30.00
$collisionmodel "phymodel.smd" {

    $concave
    $mass 100.0
    $inertia 1.00
    $damping 0.00
    $rotdamping 0.00
}





im gonna go redo the collision model see does it helo

This post has been edited by irish_thomas: Jul 1 2011, 12:01 PM


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{22nd}Gen.Killeruk: i like 69th
{22nd}Gen.Killeruk: i just dont like port,irish and metal
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AngryTaxPayer
post Jul 2 2011, 03:01 AM
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Recompiled after chaning qc slightly, took out something about keyvalues and added $staticprop, model worked fine under prop_static.

Below is screenshot followed by download



DOWNLOAD LINK:

http://www.gamefront.com/files/20504316/69_2.rar


--------------------


The essential act of war is destruction, not necessarily of human lives, but of the products of human labor. War is a way of shattering to pieces, or pouring into the stratosphere, or sinking in the depths of the sea, materials which might otherwise be used to make the masses too comfortable, and hence, in the long run, too intelligent. And at the same time the consciousness of being at war, and therefore in danger, makes the handing-over of all power to a small caste seem the natural, unavoidable condition of survival. -George Orwell
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irish_thomas
post Jul 2 2011, 03:52 PM
Post #15


why?
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QUOTE (AngryTaxPayer @ Jul 2 2011, 04:01 AM) *
Recompiled after chaning qc slightly, took out something about keyvalues and added $staticprop, model worked fine under prop_static.

Below is screenshot followed by download



DOWNLOAD LINK:

http://www.gamefront.com/files/20504316/69_2.rar




thanks tax


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