Player model crash in MS3D Created 14 years ago2009-08-03 08:05:50 UTC by Notewell Notewell

Created 14 years ago2009-08-03 08:05:50 UTC by Notewell Notewell

Posted 14 years ago2009-08-03 08:05:50 UTC Post #271376
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?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-08-03 08:38:15 UTC Post #271377
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
Is that the bounding box?
zero?
/IDKWTF i'm talking about.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-08-03 10:51:41 UTC Post #271378
EDIT4:
User posted image
Anyone want me to upload? Also, any offers to put this up on their site, so I don't have to force people to go through rapidshare all the time? Not exactly HD, but it is from the Valve beta content, so...
Maybe that could be fixed. Lemme check.
EDIT: Nope, I copied the ENIRE QC file from the model I got the animation sequence references from (AI's player source has no QC inside) And made the reference point to the Mrvalve reference and it still crashed.
Anyone know any good HL model compilers?
EDIT2: I renamed mrvalve.mdl in the QC to valveman.mdl, and it worked. Sort of.
User posted image
What the hell happened? :plastered: I'd expect some distortion, but not THAT much!
EDIT3: Okay, it's at around 2X larger than the normal models.
I just need to find the exact scale down for normal size.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-08-03 16:05:09 UTC Post #271383
That looks hilarious.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-08-03 19:43:51 UTC Post #271385
DOWNLOAD LINK: http://rapidshare.com/files/263417334/MrvalveDMSven.zip.html
If someone decides to host it on their site, just post a link below. It comes in HLDM and Svencoop versions, and is around the height of G-man.
ORIGINAL POST: Yeah, But it's fixed. You want that, download the model and scale it by 1.5
:)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-08-04 09:53:48 UTC Post #271396
nice model ... where did u get the milkshape tutorial??
Posted 14 years ago2009-08-04 13:32:40 UTC Post #271400
I did'nt.
It's just a simple model hack from the model in Kol's valve intro map, put of the player bones. Once you get the hang of the tools, you can do pretty much any kind of hack, with some patience, but I have no idea how to make new meshes. :( It's also not perfect, the chest is a bit deformed.
Notewell NotewellGIASFELFEBREHBER
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