my model can't walk and shoot Created 1 year ago2022-04-09 07:32:46 UTC by befnight befnight

Created 1 year ago2022-04-09 07:32:46 UTC by befnight befnight

Posted 1 year ago2022-04-09 07:32:46 UTC Post #346416
hello. I've been trying to port combine elite from hl2 beta and I have a problem my model can't move and he can't shoot so I need your help

here QC:
/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

Combine_Elite.mdl

Original internal name:
"Combine_Elite (written by Xash3D studiomdl)"
*/

$modelname "Combine_Elite.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures

$bbox -15.372000 -19.444000 -1.982000 44.294998 15.336000 72.934998
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 73.000000

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

$bodygroup "weapons"
{
blank
studio "Sniper_reference"
studio "mp5_reference"
}

// 1 attachment(s)
$attachment 0 "Bip01 R Hand" 0.000000 0.000000 0.000000

// 42 hit box(es)
$hbox 0 "Bip01 Pelvis" -4.159000 -7.889000 -0.673000 4.433414 8.072000 0.797000
$hbox 0 "Bip01 Spine" -8.005000 -12.759000 -14.927000 11.154000 12.798000 14.143000
$hbox 0 "Bip01 Spine1" 0.000000 -5.836000 -10.825000 7.771000 9.299000 10.407000
$hbox 0 "Bip01 Spine2" -0.168000 -10.781000 -12.122000 6.785000 10.614000 11.396000
$hbox 0 "Bip01 Spine3" 0.000000 -10.894000 -2.329000 5.979004 0.000000 2.452000
$hbox 0 "Bip01 Neck" -0.567000 -10.131000 -2.684129 1.252573 0.001003 2.684129
$hbox 0 "Bip01 Head" -3.731806 -9.085000 -7.105000 10.223000 10.268000 7.228000
$hbox 0 "Dummy14" -3.112000 -4.568000 -4.987000 5.193000 3.770000 5.081000
$hbox 0 "Bip01 L Clavicle" 0.000000 -7.089000 -6.140000 10.972000 10.061000 4.383000
$hbox 0 "Bip01 L UpperArm" 0.000000 -5.579000 -4.538000 12.132000 7.227000 4.689000
$hbox 0 "Bip01 L Forearm" 0.000000 -4.928000 -4.919000 13.479686 4.999000 2.793000
$hbox 0 "Bip01 L Hand" -0.657000 -1.527000 -1.995000 5.227211 1.668000 2.385000
$hbox 0 "Bip01 L Finger0" 0.000000 -1.058000 -0.759000 1.180000 0.885000 0.867000
$hbox 0 "Bip01 L Finger02" 0.000000 -0.431000 -0.606000 1.746000 0.721000 0.606000
$hbox 0 "Bip01 L Finger1" 0.000000 -0.891000 -0.666000 1.525713 0.641000 0.363000
$hbox 0 "Bip01 L Finger2" 0.000000 -0.978000 -0.597000 2.175557 0.849000 0.668000
$hbox 0 "Bip01 L Finger21" 0.000000 -0.661000 -0.478000 1.705912 0.631000 0.584000
$hbox 0 "Bip01 L Finger31" 0.000000 -0.642000 -0.522000 1.530759 0.577000 0.493000
$hbox 0 "Bip01 R Clavicle" 0.000000 -7.080000 -4.795000 10.212000 10.070000 5.609000
$hbox 0 "Bip01 R UpperArm" 0.000000 -5.849000 -4.271000 12.032000 7.705000 4.921000
$hbox 0 "Bip01 R Forearm" 0.000000 -4.932000 -2.805000 13.708125 4.995000 4.990000
$hbox 0 "Bip01 R Hand" -0.989000 -1.502000 -2.336000 14.325457 4.272009 2.043000
$hbox 0 "Bip01 R Finger0" 0.000000 -0.759000 -0.475000 1.485000 1.262000 1.839000
$hbox 0 "Bip01 R Finger01" 0.000000 -0.605000 -1.087000 2.181992 1.015000 0.689000
$hbox 0 "Bip01 R Finger02" -0.201000 -0.559000 -0.697000 1.835000 0.679000 0.493000
$hbox 0 "Bip01 R Finger1" -0.030000 -0.575000 -0.600000 1.507898 0.971000 0.662000
$hbox 0 "Bip01 R Finger2" -0.095000 -1.014000 -0.571000 1.759218 0.847000 0.571000
$hbox 0 "Bip01 R Finger3" 0.000000 -0.881000 -0.416000 1.688842 0.833000 0.625000
$hbox 0 "Bip01 R Finger31" -0.023000 -0.605000 -0.457000 1.507893 0.605000 0.558000
$hbox 0 "Bip01 L Thigh" 0.000000 -7.422000 -5.617000 17.308270 7.425000 6.397000
$hbox 0 "Bip01 L Calf" 0.000000 -5.302000 -4.967000 16.856001 6.727000 6.778000
$hbox 0 "Bip01 L Foot" 0.000000 -5.513000 -3.343000 7.009000 5.039000 3.403000
$hbox 0 "Bip01 L Toe0" -3.259000 -1.450000 -3.416000 1.999107 1.698000 3.379000
$hbox 0 "Bip01 L Toe01" 0.000000 -1.369000 -3.854000 2.067000 3.814000 3.348000
$hbox 0 "Bip01 L Toe02" 0.000000 -1.128000 -3.455000 3.950000 3.928000 3.713000
$hbox 0 "Bip01 R Thigh" 0.000000 -7.423000 -6.014000 17.308296 7.424000 5.654000
$hbox 0 "Bip01 R Calf" 0.000000 -5.308000 -6.899000 16.840000 6.722000 5.447000
$hbox 0 "Bip01 R Foot" 0.000000 -5.514000 -3.597000 7.521000 3.126229 3.223000
$hbox 0 "Bip01 R Toe0" 0.000000 -0.731000 -3.500000 1.999104 4.880000 0.860000
$hbox 0 "Bip01 R Toe01" 0.000000 -1.350000 -3.470000 2.067000 3.833000 3.733000
$hbox 0 "Bip01 R Toe02" 0.000000 -1.109000 -3.834000 3.949000 3.948000 3.333000
$hbox 0 "sniper" -1.692000 -5.978000 -31.087000 1.696000 5.973000 31.091000

// 18 animation sequence(s)
$sequence "Glide" "Glide" fps 30 loop ACT_GLIDE 1
$sequence "Crouch" "Crouch" fps 50 ACT_CROUCH 1
$sequence "Cower" "Cower" fps 30 loop ACT_COWER 1
$sequence "Signal" "Signal" fps 30 loop ACT_SIGNAL1 1
$sequence "flinch" "flinch" fps 30 loop ACT_SMALL_FLINCH 1
$sequence "walk" "walk" LX fps 30 loop ACT_WALK 1
$sequence "limpwalk" "limpwalk" LX fps 30 loop ACT_WALK_HURT 1
$sequence "run" "run" LX fps 30 loop ACT_RUN 1
$sequence "limprun" "limprun" LX fps 30 loop ACT_RUN_HURT 1
$sequence "Idle" "Idle" fps 30 loop ACT_IDLE 1
$sequence "shoot" "shoot_blend1" "shoot_blend2" blend XR -50 50 fps 30 ACT_RANGE_ATTACK1 1 { event 4 0 }
$sequence "grenDrop" "grenDrop" fps 30 loop ACT_SPECIAL_ATTACK1 1 { event 9 2 }
$sequence "kick" "kick" fps 30 loop ACT_MELEE_ATTACK1 1 { event 3 2 }
$sequence "die" "die" fps 30 ACT_DIESIMPLE 1
$sequence "turnl" "turnl" LX fps 30 ACT_TURN_LEFT 1
$sequence "turnr" "turnr" LX fps 30 ACT_TURN_RIGHT 1
$sequence "reload" "reload" fps 30 ACT_RELOAD 1 { event 2 41 }
$sequence "ragdoll" "ragdoll" fps 30 ACT_124 1

// End of QC script.
Posted 1 year ago2022-04-09 10:13:15 UTC Post #346417
Posted 1 year ago2022-04-10 00:14:44 UTC Post #346418
Does it have an basic AI?
Posted 1 year ago2022-04-10 19:42:12 UTC Post #346421
i porting this model to hgrunt skin
Posted 1 year ago2022-04-11 22:56:07 UTC Post #346428
Check the hitboxes. Sometimes they have big hitboxes and they get stuck in the floor
Posted 1 year ago2022-04-12 08:55:14 UTC Post #346430
the problem is not the hitboxes (hitboxes are normal) the problem is in the model itself the walking and shoot animation is broken and I don't know how to solve the problem
Posted 1 year ago2022-04-14 00:24:44 UTC Post #346435
Probably because the grunt animations and the combine animations have different names. You should try changing the animation names.
Posted 1 year ago2022-04-20 05:13:07 UTC Post #346459
nah it doesn't work
Posted 1 year ago2022-04-23 12:07:59 UTC Post #346468
That .qc file is not even remotely similar to the Hgrunts. Your combine elite can't move or shoot because it doesn't have the relevant sequences and code references.

Your .QC has the following for attacking:
$sequence "shoot" "shoot_blend1" "shoot_blend2" blend XR -50 50 fps 30 ACT_RANGE_ATTACK1 1 { event 4 0 }

The original grunt has this:
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
Not to mention all of the variations and weapon options:
$sequence "crouching_mp5" "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 20 loop ACT_RANGE_ATTACK1 1 {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
$sequence "standing_mp5" "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 "50" }
  { event 5001 2 "50" }
  { event 5001 4 "50" }
 }
$sequence "reload_mp5" "reload_mp5" fps 40 ACT_RELOAD 1 { event 2 47 }
$sequence "crouching_shotgun" "crouching_shotgun_blend1" "crouching_shotgun_blend2" blend XR -45 45 fps 20 ACT_RANGE_ATTACK1 1 { event 4 0 } { event 5001 0 "51" }
$sequence "standing_shotgun" "standing_shotgun_blend1" "standing_shotgun_blend2" blend XR -45 45 fps 20 { event 4 0 } { event 5001 0 "51" }
$sequence "reload_shotgun" "reload_shotgun" fps 40 { event 2 47 }
Basically, you can't just slap a new model file over an existing one and have it work flawlessly. You would either need to replace all of the grunt's sequences and code references, or apply the mesh the original grunt bones for it to work.

That might not be the exact issue though since I can't even open the model in modelviewer. It fails to load.
monster_urby monster_urbyGoldsourcerer
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