Problem - modelling

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Problem - modelling

Post  wiwi249 on Wed Mar 07, 2012 9:32 am

Hello.
I'm working on a Counter-Strike mod and i've got one guy that helps me with making models.
We wanted to make an masada ACR from iron sight to red dot sight.

Actually, to compile back the model, we used the same .qc file. My cousin, acctually, managed to make the red-dot there, but we've got a problem during compilation (studiomdl.exe) like that:

***********ERROR**********
too many vertices in model: "2"

We checked the number of vertices in whole model, and it's like 2200 of 'em. Someone on gamebanana said, that .smd file shouldn't have more than 2000 vertices; But i checked one file of f2000 downloaded from internet, and it had about 6000 vertices, and was compiled well, but with some model changes, we were unable to compile it again.
Why can't I compile it? What have I to do?

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Re: Problem - modelling

Post  Domar251\ on Wed Mar 07, 2012 10:19 am

well, the easiest way to compile a model with more than 2000 vertices is splitting it into 2 or more .smd's
then i have no idea of how someone managed to compile a model with 6000 vertices in a single smd Razz
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Re: Problem - modelling

Post  wiwi249 on Wed Mar 07, 2012 10:26 am

Yeah.
Also, any ideas how to do it? Guy is good at modelling, but we both are new to compiling a model.

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Re: Problem - modelling

Post  Domar251\ on Wed Mar 07, 2012 10:45 am

well im going to supposed you already splitted the model in two parts:
the way i do it in milkshape 3d is deleting a part of the model, export it as "1.smd", then i go to the "edit" menu and press the "undo" button, then i press "select invert" button (you should make sure that you have the select tool on faces mode, if not it wont work) and finally i delete the selection and export the model to "2.smd" (of course you can put any name to your .smd, but this is an example Wink ).

after that you should edit the .qc file to compile the model:
when you open it with notepad, you should search for a section called "//reference mesh(es)", in there are sentences like $body "studio" "reference", the compiler uses sentences like that one to see which .smd's are going to be compiled with the model
so what you have to do is make your own sentences, if we use the last example, the sentences should be like this:

//reference mesh(es)
$body "studio" "1"

$body "studio" "2"

the "studio" part isn't important at all, so dont worry about it
if you did this okay then you can compile the model succesfully Very Happy
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Re: Problem - modelling

Post  wiwi249 on Wed Mar 07, 2012 1:22 pm

Okay, added it to .qc file.
Now we've got like this:
$modelname "D:\Nowy WinRAR archive\acr\v_acr.mdl"
$cd "\Nowy WinRAR archive\acr\"
$cdtexture "\Nowy WinRAR archive\acr\"
$cliptotextures

$scale 1.0

// 3 attachments
$attachment 0 "Body" -8.800000 80.000000 -6.500000
$attachment 1 "Body" -9.000000 29.000000 -6.750000
$attachment 2 "Body" -8.800000 80.000000 -6.500000

// 0 bone controllers

// 38 hit boxes
$hbox 0 "Body" -11.040000 -6.130000 -21.660000 0.000000 77.529999 1.370000
$hbox 0 "Trigger" -7.460000 0.000000 -14.220000 0.000000 22.889999 0.000000
$hbox 0 "Charging Handle" -9.430000 0.000000 -4.800000 0.000000 26.559999 0.000000
$hbox 0 "Magazine" -8.780000 0.000000 -25.410000 0.000000 34.180000 0.000000
$hbox 0 "Bone02" -24.409946 -3.180000 -3.560000 0.000000 4.030000 1.630000
$hbox 0 "Bone04" -12.360000 -2.910000 -4.860000 0.000000 3.630000 5.260000
$hbox 0 "Bone22" -4.560000 -1.740000 -2.310000 0.000000 1.950000 1.260000
$hbox 0 "Bone23" -3.260000 -1.360000 -1.440000 0.280000 1.340000 1.260000
$hbox 0 "Bone24" -3.280000 -0.960000 -1.230000 0.020000 1.080000 1.200000
$hbox 0 "Bone06" -3.629643 -1.080000 -1.320000 0.000000 1.010000 1.200000
$hbox 0 "Bone07" -2.231760 -0.970000 -0.960000 0.000000 1.020000 1.050000
$hbox 0 "Bone08" -2.490000 -0.870000 -0.840000 0.000000 0.830000 0.750000
$hbox 0 "Bone10" -4.290000 -0.910000 -0.810000 0.000000 0.930000 1.410000
$hbox 0 "Bone11" -2.760000 -0.840000 -0.570000 0.060000 0.960000 0.870000
$hbox 0 "Bone12" -2.430000 -0.750000 -0.930000 0.000000 0.840000 0.780000
$hbox 0 "Bone14" -3.990000 -0.910000 -0.510000 0.000000 1.050000 1.530000
$hbox 0 "Bone15" -2.790000 -0.820000 -0.870000 0.000000 1.040000 1.020000
$hbox 0 "Bone16" -2.550000 -0.700000 -0.960000 0.000000 0.890000 0.720000
$hbox 0 "Bone18" -2.460000 -0.870000 -0.870000 0.000000 0.780000 1.050000
$hbox 0 "Bone19" -2.160000 -0.720000 -0.840000 0.000000 0.780000 0.720000
$hbox 0 "Bone20" -2.430000 -0.570000 -0.660000 0.000000 0.720000 0.660000
$hbox 0 "Bone02(mirrored)" -26.180000 -12.440000 -12.520000 14.380000 5.350000 8.130000
$hbox 0 "Bone04(mirrored)" -12.390000 -3.960000 -4.830000 0.000000 2.910000 5.210000
$hbox 0 "Bone22(mirrored)" -4.870000 -1.950000 -2.490000 0.000000 1.770000 1.280000
$hbox 0 "Bone23(mirrored)" -3.820000 -1.570000 -1.390000 0.410000 1.520000 1.350000
$hbox 0 "Bone24(mirrored)" -3.270000 -1.340000 -1.180000 0.000000 1.170000 1.250000
$hbox 0 "Bone14(mirrored)" -3.900000 -1.050000 -0.660000 0.000000 0.900000 1.500000
$hbox 0 "Bone15(mirrored)" -2.758266 -1.050000 -1.070000 0.000000 0.920000 1.110000
$hbox 0 "Bone16(mirrored)" -2.560000 -0.890000 -1.020000 0.000000 0.770000 0.690000
$hbox 0 "Bone18(mirrored)" -2.453658 -0.780000 -0.930000 0.000000 0.910000 1.020000
$hbox 0 "Bone19(mirrored)" -2.140000 -0.790000 -1.030000 0.000000 0.800000 0.720000
$hbox 0 "Bone20(mirrored)" -2.410000 -0.680000 -0.730000 0.000000 0.660000 0.630000
$hbox 0 "Bone10(mirrored)" -4.230000 -0.920000 -0.990000 0.000000 0.940000 1.230000
$hbox 0 "Bone11(mirrored)" -2.719029 -0.980000 -0.810000 0.050000 0.920000 0.870000
$hbox 0 "Bone12(mirrored)" -2.430000 -0.810000 -1.020000 0.000000 0.800000 0.770000
$hbox 0 "Bone06(mirrored)" -3.629646 -1.190000 -1.260000 0.000000 0.960000 1.230000
$hbox 0 "Bone07(mirrored)" -2.231781 -1.220000 -1.100000 0.000000 1.110000 1.230000
$hbox 0 "Bone08(mirrored)" -2.570000 -0.900000 -0.900000 0.000000 1.030000 0.860000

$bodygroup studio
{
studio "2"
studio "1"
}

$bodygroup hands
{
studio "Hand"
}

$bodygroup hands
{
studio "Arm"
}
//reference mesh(es)
$body "studio" "1"

$body "studio" "2"

// 14 sequences
$sequence idle "idle" fps 30
$sequence shoot1 "shoot1" fps 20 { event 5001 0 "1" } { event 5004 1 "weapons/M4A1_Carbine/M4_Firing.wav" } { event 0 0 "EjectBrass_556 2 150" }
$sequence shoot2 "shoot2" fps 20 { event 5001 0 "1" } { event 5004 1 "weapons/M4A1_Carbine/M4_Firing.wav" } { event 0 0 "EjectBrass_556 2 150" }
$sequence shoot3 "shoot3" fps 20 { event 5001 0 "1" } { event 5004 1 "weapons/M4A1_Carbine/M4_Firing.wav" } { event 0 0 "EjectBrass_556 2 150" }
$sequence reload "reload" fps 35 { event 5004 14 "Weapons/M4A1_Carbine/Clipout.wav" } { event 5004 40 "Weapons/M4A1_Carbine/Clipin.wav" } { event 5004 63 "Weapons/M4A1_Carbine/Forearm.wav" }
$sequence draw "draw" fps 35 { event 5004 5 "Weapons/M4A1_Carbine/Cloth.wav" }
$sequence add_silencer "add_silencer" fps 25
$sequence idle_unsil "idle_unsil" fps 30
$sequence shoot1_unsil "shoot1_unsil" fps 30 { event 5001 0 "1" } { event 5004 1 "weapons/M4A1_Carbine/M4_Firing.wav" } { event 0 0 "EjectBrass_556 2 150" }
$sequence shoot2_unsil "shoot2_unsil" fps 30 { event 5001 0 "1" } { event 5004 1 "weapons/M4A1_Carbine/M4_Firing.wav" } { event 0 0 "EjectBrass_556 2 150" }
$sequence shoot3_unsil "shoot3_unsil" fps 30 { event 5001 0 "1" } { event 5004 1 "weapons/M4A1_Carbine/M4_Firing.wav" } { event 0 0 "EjectBrass_556 2 150" }
$sequence reload_unsil "reload_unsil" fps 33 { event 5004 14 "Weapons/M4A1_Carbine/Clipout.wav" } { event 5004 40 "Weapons/M4A1_Carbine/Clipin.wav" } { event 5004 63 "Weapons/M4A1_Carbine/Forearm.wav" }
$sequence draw_unsil "draw_unsil" fps 35 { event 5004 5 "Weapons/M4A1_Carbine/Cloth.wav" }
$sequence detach_silencer "detach_silencer" fps 25

And it shows like:
************ ERROR ************
unknown attachment link 'Body'

As my cousin managed to compile, the model looked weird. The sight was on the wrong side, turn in the wrong direction, the hands were messed up.
Maybe there's someone to compile few files for me?

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Re: Problem - modelling

Post  Domar251\ on Wed Mar 07, 2012 2:33 pm

the attachments that appear on the .qc file are the shell ejection and the muzzleflash (if you delete those in game you wont see any of them)
if the "unknown attachment link 'Body'" error appears at compiling its because there isn't any vertices joined to it (there must be a bone called 'Body' ), and if the sight is rotated problably it isnt joined to the correct bone Razz

try to join the vertices to the bones all over again (except for the hands, that's very hard, so better you should decompile the original model and get the hands from there)
try to see if that works, if not i'll try to compile it Wink
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Re: Problem - modelling

Post  RAFAEL on Wed Mar 07, 2012 2:39 pm

[CW3] leazq wrote:well, the easiest way to compile a model with more than 2000 vertices is splitting it into 2 or more .smd's
then i have no idea of how someone managed to compile a model with 6000 vertices in a single smd Razz
i saw something like this in gamebanana: Razz
go take a look
it's for goldsrc.
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Re: Problem - modelling

Post  wiwi249 on Thu Mar 08, 2012 8:09 am

I see, we''ll try.
For now i upload the pack of the ACR; the .qc file is like before.
If you'd be so kind, leazq, please fix it and compile as you said Smile
This model will be for this forum in cod releases, but I haven't got the credits (iron sight model downloaded from random pack from the internet)
File here:
rapidshare.com acr.rar

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Re: Problem - modelling

Post  Domar251\ on Thu Mar 08, 2012 10:17 am

wiwi249 wrote:I see, we''ll try.
For now i upload the pack of the ACR; the .qc file is like before.
If you'd be so kind, leazq, please fix it and compile as you said Smile
This model will be for this forum in cod releases, but I haven't got the credits (iron sight model downloaded from random pack from the internet)
File here:
rapidshare.com acr.rar
i downloaded it, but something is wrong with the animations, i think they're corrupted or something like that Razz
it happened to me before using milkshape's decompiler, so i dont use it anymore, i have a decompiler that works with hlmv...
if you can ifnd the old model, the one that you decompiled to make thi model, i'll compile it with your model .smd's
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Re: Problem - modelling

Post  wiwi249 on Thu Mar 08, 2012 10:27 am

Here you go, it's the v_acr.mdl, the file that i got the first.

rapidshare.com v_acr.mdl

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Re: Problem - modelling

Post  wiwi249 on Wed Mar 14, 2012 9:26 am

Hey guys,
Anything changed? Managed to fix it? We couldn't >.<

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Re: Problem - modelling

Post  Domar251\ on Wed Mar 14, 2012 11:25 am

sorry for being late, but here it is Smile --> mediafire.com ?4ojtnlep5p2rbwe

i didnt make any changes to the model, i just compiled it
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