I'm making a player model of the mrvalve model from the old Valve Intro, and when it finishes, Milkshape crashes right before it saves the model.
This is my QC
[quote]/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.
mrvalve.mdl
Original internal name:
"valve/models/mrvalve.mdl"
*/
$modelname "mrvalve.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
//reference mesh(es)
$body "body" "reference"
// 3 attachment(s)
$attachment 0 "Bip01 R Hand" 20.000000 2.000000 5.000000
$attachment 1 "Bip01 R Hand" 15.000000 1.500000 3.750000
$attachment 2 "Bip01 R Hand" 30.000000 3.000000 7.500000
// 4 bone controller(s)
$controller 0 "Bip01 Spine" XR -30.000000 30.000000
$controller 1 "Bip01 Spine1" XR -30.000000 30.000000
$controller 2 "Bip01 Spine2" XR -30.000000 30.000000
$controller 3 "Bip01 Spine3" XR -30.000000 30.000000
// 20 hit box(es)
$hbox 3 "Bip01 Pelvis" -4.690000 -4.440000 -6.750000 4.000000 5.560000 6.750000
$hbox 6 "Bip01 L Leg" 2.660000 -3.690000 -3.090000 18.160000 4.880000 3.310000
$hbox 6 "Bip01 L Leg1" 0.380000 -3.970000 -2.840000 17.600000 4.000000 2.940000
$hbox 6 "Bip01 L Foot" -0.590000 -2.340000 -2.630000 3.790000 8.000000 2.190000
$hbox 7 "Bip01 R Leg" 2.470000 -3.690000 -3.160000 18.129999 4.880000 3.380000
$hbox 7 "Bip01 R Leg1" 0.310000 -3.970000 -2.840000 17.600000 3.940000 2.970000
$hbox 7 "Bip01 R Foot" -0.560000 -2.340000 -2.190000 3.810000 8.000000 2.660000
$hbox 3 "Bip01 Spine1" -3.250000 -5.500000 -5.500000 4.830000 5.500000 5.500000
$hbox 2 "Bip01 Spine2" -0.060000 -5.530000 -7.590000 8.000000 7.000000 7.590000
$hbox 2 "Bip01 Spine3" -2.250000 -6.810000 -6.310000 6.500000 5.090000 6.310000
$hbox 2 "Bip01 Neck" -3.110000 -1.500000 -3.000000 2.050000 3.500000 3.000000
$hbox 1 "Bip01 Head" 0.090000 -3.660000 -3.000000 8.410000 5.090000 3.000000
$hbox 4 "Bip01 L Arm" 0.940000 -2.880000 -4.130000 5.440000 4.280000 3.500000
$hbox 4 "Bip01 L Arm1" -2.160000 -2.340000 -2.560000 11.560000 3.410000 2.380000
$hbox 4 "Bip01 L Arm2" 0.590000 -1.810000 -2.190000 10.750000 2.840000 2.410000
$hbox 4 "Bip01 L Hand" 0.000000 -1.000000 -2.000000 3.000000 1.500000 3.500000
$hbox 5 "Bip01 R Arm" 1.380000 -2.840000 -3.560000 5.690000 4.310000 4.310000
$hbox 5 "Bip01 R Arm1" -1.880000 -2.470000 -2.160000 11.810000 3.280000 2.810000
$hbox 5 "Bip01 R Arm2" 0.440000 -1.970000 -2.340000 10.590000 2.720000 2.220000
$hbox 5 "Bip01 R Hand" 0.000000 -1.000000 -2.000000 3.000000 1.500000 3.500000
// 77 animation sequence(s)
$sequence "look_idle" "look_idle" fps 14 loop ACT_IDLE 2
$sequence "idle" "idle" fps 14 loop ACT_IDLE 1
$sequence "deep_idle" "deep_idle" fps 12 loop ACT_IDLE 4
$sequence "run2" "run2" LX fps 40 loop ACT_RUN 1
$sequence "walk2handed" "walk2handed" LX fps 26 loop ACT_WALK 1
$sequence "2handshoot" "2handshoot" fps 20 ACT_RANGE_ATTACK1 1
$sequence "crawl" "crawl" LX fps 22 loop ACT_CROUCH 1
$sequence "crouch_idle" "crouch_idle" fps 12 loop ACT_CROUCHIDLE 1
$sequence "jump" "jump" fps 30 ACT_HOP 1
$sequence "long_jump" "long_jump" LX fps 24 ACT_LEAP 1
$sequence "swim" "swim" fps 14 loop ACT_SWIM 1
$sequence "treadwater" "treadwater" fps 14 loop ACT_HOVER 1
$sequence "run" "run" LX fps 31 loop
$sequence "walk" "walk" LX fps 31 loop
$sequence "aim_2" "aim_2_blend1" "aim_2_blend2" blend XR -45 45 fps 14 loop
$sequence "shoot_2" "shoot_2_blend1" "shoot_2_blend2" blend XR -45 45 fps 14 loop
$sequence "aim_1" "aim_1_blend1" "aim_1_blend2" blend XR -45 45 fps 14 loop
$sequence "shoot_1" "shoot_1_blend1" "shoot_1_blend2" blend XR -45 45 fps 14 loop
$sequence "die_simple" "die_simple" fps 22 ACT_DIESIMPLE 1 { event 2001 9 }
$sequence "die_backwards1" "die_backwards1" fps 26 ACT_DIEBACKWARD 4 { event 2001 13 }
$sequence "die_backwards" "die_backwards" fps 30 ACT_DIEBACKWARD 1 { event 2001 15 }
$sequence "die_forwards" "die_forwards" fps 26 ACT_DIEFORWARD 1 { event 2001 8 }
$sequence "headshot" "headshot" fps 24 ACT_DIE_HEADSHOT 4 { event 2001 22 }
$sequence "die_spin" "die_spin" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 16 }
$sequence "gutshot" "gutshot" fps 26 ACT_DIE_GUTSHOT 1 { event 2001 22 }
$sequence "ref_aim_crowbar" "ref_aim_crowbar_blend1" "ref_aim_crowbar_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_crowbar" "ref_shoot_crowbar_blend1" "ref_shoot_crowbar_blend2" blend XR -45 45 fps 24
$sequence "crouch_aim_crowbar" "crouch_aim_crowbar_blend1" "crouch_aim_crowbar_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_crowbar" "crouch_shoot_crowbar_blend1" "crouch_shoot_crowbar_blend2" blend XR -45 45 fps 24
$sequence "ref_aim_trip" "ref_aim_trip_blend1" "ref_aim_trip_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_trip" "ref_shoot_trip_blend1" "ref_shoot_trip_blend2" blend XR -45 45 fps 18
$sequence "crouch_aim_trip" "crouch_aim_trip_blend1" "crouch_aim_trip_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_trip" "crouch_shoot_trip_blend1" "crouch_shoot_trip_blend2" blend XR -45 45 fps 16
$sequence "ref_aim_onehanded" "ref_aim_onehanded_blend1" "ref_aim_onehanded_blend2" blend XR -50 35 fps 12 loop
$sequence "ref_shoot_onehanded" "ref_shoot_onehanded_blend1" "ref_shoot_onehanded_blend2" blend XR -50 35 fps 16 { event 5011 0 "21" }
$sequence "crouch_aim_onehanded" "crouch_aim_onehanded_blend1" "crouch_aim_onehanded_blend2" blend XR -50 35 fps 12 loop
$sequence "crouch_shoot_onehanded" "crouch_shoot_onehanded_blend1" "crouch_shoot_onehanded_blend2" blend XR -50 35 fps 16 { event 5011 0 "21" }
$sequence "ref_aim_python" "ref_aim_python_blend1" "ref_aim_python_blend2" blend XR -50 35 fps 12 loop
$sequence "ref_shoot_python" "ref_shoot_python_blend1" "ref_shoot_python_blend2" blend XR -50 35 fps 16 { event 5011 0 "31" }
$sequence "crouch_aim_python" "crouch_aim_python_blend1" "crouch_aim_python_blend2" blend XR -50 35 fps 12 loop
$sequence "crouch_shoot_python" "crouch_shoot_python_blend1" "crouch_shoot_python_blend2" blend XR -50 35 fps 16 { event 5011 0 "31" }
$sequence "ref_aim_shotgun" "ref_aim_shotgun_blend1" "ref_aim_shotgun_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_shotgun" "ref_shoot_shotgun_blend1" "ref_shoot_shotgun_blend2" blend XR -45 45 fps 15 { event 5021 0 "51" }
$sequence "crouch_aim_shotgun" "crouch_aim_shotgun_blend1" "crouch_aim_shotgun_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_shotgun" "crouch_shoot_shotgun_blend1" "crouch_shoot_shotgun_blend2" blend XR -45 45 fps 15 { event 5021 0 "51" }
$sequence "ref_aim_gauss" "ref_aim_gauss_blend1" "ref_aim_gauss_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_gauss" "ref_shoot_gauss_blend1" "ref_shoot_gauss_blend2" blend XR -45 45 fps 15
$sequence "crouch_aim_gauss" "crouch_aim_gauss_blend1" "crouch_aim_gauss_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_gauss" "crouch_shoot_gauss_blend1" "crouch_shoot_gauss_blend2" blend XR -45 45 fps 15
$sequence "ref_aim_mp5" "ref_aim_mp5_blend1" "ref_aim_mp5_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_mp5" "ref_shoot_mp5_blend1" "ref_shoot_mp5_blend2" blend XR -45 45 fps 20 loop { event 5001 0 "40" }
$sequence "crouch_aim_mp5" "crouch_aim_mp5_blend1" "crouch_aim_mp5_blend2" blend XR -30 40 fps 12 loop
$sequence "crouch_shoot_mp5" "crouch_shoot_mp5_blend1" "crouch_shoot_mp5_blend2" blend XR -30 40 fps 20 loop { event 5001 0 "40" }
$sequence "ref_aim_rpg" "ref_aim_rpg_blend1" "ref_aim_rpg_blend2" blend XR -45 40 fps 12 loop
$sequence "ref_shoot_rpg" "ref_shoot_rpg_blend1" "ref_shoot_rpg_blend2" blend XR -45 40 fps 18
$sequence "crouch_aim_rpg" "crouch_aim_rpg_blend1" "crouch_aim_rpg_blend2" blend XR -45 40 fps 12 loop
$sequence "crouch_shoot_rpg" "crouch_shoot_rpg_blend1" "crouch_shoot_rpg_blend2" blend XR -45 40 fps 18
$sequence "ref_aim_egon" "ref_aim_egon_blend1" "ref_aim_egon_blend2" blend XR -45 35 fps 12 loop
$sequence "ref_shoot_egon" "ref_shoot_egon_blend1" "ref_shoot_egon_blend2" blend XR -45 35 fps 18 loop
$sequence "crouch_aim_egon" "crouch_aim_egon_blend1" "crouch_aim_egon_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_egon" "crouch_shoot_egon_blend1" "crouch_shoot_egon_blend2" blend XR -45 45 fps 18 loop
$sequence "ref_aim_squeak" "ref_aim_squeak_blend1" "ref_aim_squeak_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_squeak" "ref_shoot_squeak_blend1" "ref_shoot_squeak_blend2" blend XR -45 45 fps 14
$sequence "crouch_aim_squeak" "crouch_aim_squeak_blend1" "crouch_aim_squeak_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_squeak" "crouch_shoot_squeak_blend1" "crouch_shoot_squeak_blend2" blend XR -45 45 fps 14
$sequence "ref_aim_hive" "ref_aim_hive_blend1" "ref_aim_hive_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_hive" "ref_shoot_hive_blend1" "ref_shoot_hive_blend2" blend XR -45 45 fps 15
$sequence "crouch_aim_hive" "crouch_aim_hive_blend1" "crouch_aim_hive_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_hive" "crouch_shoot_hive_blend1" "crouch_shoot_hive_blend2" blend XR -45 45 fps 15
$sequence "ref_aim_bow" "ref_aim_bow_blend1" "ref_aim_bow_blend2" blend XR -45 45 fps 12 loop
$sequence "ref_shoot_bow" "ref_shoot_bow_blend1" "ref_shoot_bow_blend2" blend XR -45 45 fps 16
$sequence "crouch_aim_bow" "crouch_aim_bow_blend1" "crouch_aim_bow_blend2" blend XR -45 45 fps 12 loop
$sequence "crouch_shoot_bow" "crouch_shoot_bow_blend1" "crouch_shoot_bow_blend2" blend XR -45 45 fps 16
$sequence "deadback" "deadback" fps 10
$sequence "deadsitting" "deadsitting" fps 10
$sequence "deadstomach" "deadstomach" fps 10
$sequence "deadtable" "deadtable" fps 10
// End of QC script.
[/quote]
What's wrong with it?