Entity (Cycler) 3d model problem Created 10 years ago2013-12-08 07:42:08 UTC by UJIbU4 UJIbU4

Created 10 years ago2013-12-08 07:42:08 UTC by UJIbU4 UJIbU4

Posted 10 years ago2013-12-08 08:15:59 UTC Post #317023
The entity 3d model (cycler_sprite) is very small (like a dot) and impossible to select - http://s020.radikal.ru/i704/1311/08/f666bde425f9.png .
I've got the model from a game using 3d ripper->3ds max 2009 64bit->split to several parts (to make it work with compiller).
The model works ok in-game but it's nearly impossible to move and rotate it in the editor due to it's size. First, entity was a dot and strangely stretched to the top/bottom (bug), but it is now gone as I tried many things. I use last (non-beta) version of milkshape to convert to SMD (because max strangely does shift coordinates of the parts). There are no other objects than the model itself http://i068.radikal.ru/1311/ac/c3830c648bbf.png

Here are the examples of .qc and mdl compiller - http://freetexthost.com/0wfsjzxl5j

What I've tried already:
1. Changing units in 3ds max from default
2. Changing size of the object in max (not to use scale 100 but 1.0 in .qc)
3. Changing type of selection in max while separating in parts (vertex, polygon, face)
4. Switching to 3ds max 5
5. Convert to mdl only 1 of 5 parts of the model (possibly VHE entity 3d model poly limit?) - no result
6. Tried it with new hammer editor 3.5.3

Thanks for any help in advance.
Posted 10 years ago2013-12-08 11:56:57 UTC Post #317024
Just a thought, does the model have any bounding boxes?
Penguinboy PenguinboyHaha, I died again!
Posted 10 years ago2013-12-08 16:17:49 UTC Post #317025
If you mean the pink box when 3d model disappear in hammer's 3d view (zooming out of it) - no, it doesn't have them.
Posted 10 years ago2013-12-08 17:04:16 UTC Post #317026
try placing a single lonely bone as the origin of that beast
Posted 10 years ago2013-12-08 18:20:50 UTC Post #317028
How to place a bone as the origin? I tried to use this tutorial http://twhl.info/tutorial.php?id=147 but when I initialize it crash max. Do I need one bone per a part? Do I need to add $origin in .qc?
Posted 10 years ago2013-12-08 18:56:12 UTC Post #317029
if you make a models folder in your hammer editor directory that matches the one like in your valve folder, models will show up in the editor properly.

just like .../valve/models/bus.mdl
you would also have .../valve hammer editor/models/bus.mdl

you DO have to have a copy of the file in both folders, one for the editor and one for the game. Reason for this is that when the editor hears 'models/bus.mdl' in the parameters of the cycler, it defaults to the hammer folder, where the game defaults to the game folder. Having one in both folders makes everyone happy.

If that doesn't work, google for the FGD that allows for it, or how to edit the FGD to display models.
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-08 18:59:13 UTC Post #317030
I use the game subfolder of a map name to store models and use in cycler. Tried recently to make models folder (put model there) and subfolder with the same name (put model here too) - still the entity is dot-sized and without the pink entity box (loadin model from any folder as a cycler_sprite).
I use halflife_op4_fs_v1.fgd or cs_expert-dmitrich800.fgd, tried on both (they display 3d models).
Posted 10 years ago2013-12-08 19:41:29 UTC Post #317031
try using original 3.5 vhe
Posted 10 years ago2013-12-09 07:24:16 UTC Post #317034
I'm using hammer editor 3.5 build 2363, no difference with entity size of this model in custom 3.5.3
Posted 10 years ago2013-12-09 08:51:32 UTC Post #317035
Sorry, by bounding boxes I meant "hit boxes" - It's possible Hammer uses the hit boxes of the model to determine the size of the box in the editor. You might also need to add an "idle" animation to the model - sequences have bounding box information attached to them and Hammer may be using that to determine the size of the box.

Can you post the statistics that are visible in HLMV?

Example:
User posted image
Also I'm not sure if this will work but try changing the studio() in the cycler_sprite section of the FGD to studioprop(). I don't know if it'll do anything but it's worth a try!
Penguinboy PenguinboyHaha, I died again!
Posted 10 years ago2013-12-09 13:11:55 UTC Post #317036
How to add idle animation? Here's the Jed's model viewer stats: http://s020.radikal.ru/i712/1312/7c/947508f6cabc.png .
Changed the FGD to @PointClass base(Targetname, Angles) studioprop() = cycler_sprite : "Sprite Cycler" but now 3d model is just a pink box (and others too).
Posted 10 years ago2013-12-09 15:55:09 UTC Post #317039
Your model doesn't have any sequences.

In your exporter in max, you should have the ability to export an animation sequence. You actually don't have to animate anything so export it as it is. Call it "idle" and add this line in your QC script under sequences.

$sequence idle "idle" loop fps 1 ACT_IDLE 1
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-09 18:04:18 UTC Post #317043
It works now! I couldn't get the bus model or one part of it to work as idle when exported as sequence (compiller crash) but I decompilled another static model (tree) and took idle file from it, then compilled and everything works as it should (I just remembered this trick when I managed to compile a model several years ago).
Edit: found out that idle .smd sequence can be obtained by removing all but a bone and then compilling.
Many thanks for help everyone.
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