Mein Ziel ist es, ein mit Softimage 2011 "geriggtes" Modell, das als SMD vorliegt und eine Textur, die als tga vorliegt in den Police-NPC in Half Life 2 zu verwandeln, ihn zu ersetzen, sodaß in Zukunft jeder Polizist wie mein Modell aussieht und die Bewegungen auf mein Modell übertragen werden.
Kurz gesagt, ich habe schon viel hin-, und herprobiert aber nichts geht so richtig.
Das ist zum Beispiel die aktuelle qc-Datei:
$modelname "police.mdl"
$cdmaterials "D:\Eigene Programme\Steam\SteamApps\User\Half-Life 2\hl2\materials\models\Police"
//start eye/face data
$eyeposition 0 0 70
// head controllers
$attachment "eyes" "ValveBiped.Bip01_Head1" -0.0454 -3.2682 67.3843 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.50 0.10 rotate 0 -80 -90
$attachment "chest" "ValveBiped.Bip01_Spine2" 5.00 4.00 0.00 rotate 0 90 90
$model msc "Police_reference.smd"{
$include "bodyrules_xsi.qci"
}
$surfaceprop "rubber"
$bbox -13 -13 0 13 13 72
$mostlyopaque
$include "standardhierarchy.qci"
$include "standardikchains.qci"
$alwayscollapse "Male_01"
$alwayscollapse "XSISceneRoot"
$proceduralbones "male.vrd"
$include "commonbones.qci"
$includemodel "male_shared.mdl"
$includemodel "male_ss.mdl"
$includemodel "male_gestures.mdl"
$includemodel "male_postures.mdl"
$include "hitbox.qci"
$include "ragdoll.qci"
//end eye/face data
Das wird ausgegeben in Studiocompiler
- Code: Select all
D:/Eigene Programme/Steam/SteamApps/User/sourcesdk/bin/ep1/bin/studiomdl.exe -game "D:\Eigene Programme\Steam\SteamApps\User\Half-Life 2\hl2" "D:\Eigene Programme\Steam\SteamApps\HL2mods\Polizeiersatz\mdldecompiler2.qc"
qdir: "d:\eigene programme\steam\steamapps\hl2mods\polizeiersatz\"
gamedir: "D:\Eigene
Programme\Steam\SteamApps\User\Half-Life 2\hl2\"
g_path: "mdldecompiler2"
Working
on "mdldecompiler2.qc"
SMD MODEL Police_reference.smd
SMD MODEL ragdoll.smd
WARNING:
Can't find joint antlion_guard.arm1_r
WARNING: Can't find joint antlion_guard.arm1_r
WARNING:
Can't find joint antlion_guard.arm1_r
WARNING: Can't find joint antlion_guard.finger1_r
WARNING:
Can't find joint antlion_guard.finger1_r
WARNING: Can't find joint antlion_guard.finger1_r
WARNING:
Can't find joint antlion_guard.pelvis
WARNING: Can't find joint antlion_guard.pelvis
WARNING:
Can't find joint antlion_guard.pelvis
WARNING: Can't find joint antlion_guard.leg1_r
WARNING:
Can't find joint antlion_guard.leg1_r
WARNING: Can't find joint antlion_guard.leg1_r
WARNING:
Can't find joint antlion_guard.leg1_l
WARNING: Can't find joint antlion_guard.leg1_l
WARNING:
Can't find joint antlion_guard.leg1_l
WARNING: Can't find joint antlion_guard.leg2_l
WARNING:
Can't find joint antlion_guard.leg2_l
WARNING: Can't find joint antlion_guard.leg2_l
WARNING:
Can't find joint antlion_guard.arm1_l
WARNING: Can't find joint antlion_guard.arm1_l
WARNING:
Can't find joint antlion_guard.arm1_l
WARNING: Can't find joint antlion_guard.finger1_l
WARNING:
Can't find joint antlion_guard.finger1_l
WARNING: Can't find joint antlion_guard.finger1_l
WARNING:
Can't find joint antlion_guard.spine1
WARNING: Can't find joint antlion_guard.spine1
WARNING:
Can't find joint antlion_guard.spine1
WARNING: Can't find joint antlion_guard.claw1_r
WARNING:
Can't find joint antlion_guard.claw1_r
WARNING: Can't find joint antlion_guard.claw1_r
WARNING:
Can't find joint antlion_guard.claw2_r
WARNING: Can't find joint antlion_guard.claw2_r
WARNING:
Can't find joint antlion_guard.claw2_r
WARNING: Can't find joint antlion_guard.claw1_l
WARNING:
Can't find joint antlion_guard.claw1_l
WARNING: Can't find joint antlion_guard.claw1_l
WARNING:
Can't find joint antlion_guard.claw2_l
WARNING: Can't find joint antlion_guard.claw2_l
WARNING:
Can't find joint antlion_guard.claw2_l
WARNING: Can't find joint antlion_guard.claw3_l
WARNING:
Can't find joint antlion_guard.claw3_l
WARNING: Can't find joint antlion_guard.claw3_l
WARNING:
Can't find joint antlion_guard.spine3
WARNING: Can't find joint antlion_guard.spine3
WARNING:
Can't find joint antlion_guard.spine3
WARNING: Can't find joint antlion_guard.head
WARNING:
Can't find joint antlion_guard.head
WARNING: Can't find joint antlion_guard.head
WARNING:
Can't find joint antlion_guard.claw3_r
WARNING: Can't find joint antlion_guard.claw3_r
WARNING:
Can't find joint antlion_guard.claw3_r
WARNING: Can't find joint antlion_guard.leg2_r
WARNING:
Can't find joint antlion_guard.leg2_r
WARNING: Can't find joint antlion_guard.leg2_r
SMD
MODEL ragdoll_pose.smd
collapsing ValveBiped.Bip01
collapsing ValveBiped.SpineControl2
collapsing
ValveBiped.SpineControl3
collapsing ValveBiped.NeckControl
Collapsed 4 bones
quatinterpbone
"Bip01_R_Shoulder" unused
quatinterpbone "Bip01_L_Elbow" unused
quatinterpbone "Bip01_R_Ulna"
unused
quatinterpbone "Bip01_L_Latt" unused
quatinterpbone "Bip01_R_Wrist" unused
quatinterpbone
"Bip01_L_Trapezius" unused
quatinterpbone "Bip01_R_Elbow" unused
quatinterpbone "Bip01_R_Latt"
unused
quatinterpbone "Bip01_L_Ulna" unused
quatinterpbone "Bip01_L_Wrist" unused
quatinterpbone
"Bip01_R_Bicep" unused
quatinterpbone "Bip01_R_Trapezius" unused
quatinterpbone "Bip01_L_Shoulder"
unused
quatinterpbone "Bip01_L_Bicep" unused
Processing jointed collision model
Collision
model completed.
---------------------
writing D:\Eigene Programme\Steam\SteamApps\User\Half-Life
2\hl2\models/police.mdl:
bones 14500 bytes (57)
animations 2120 bytes (1
anims) (101 frames) [0:03]
sequences 444 bytes (1 seq)
ik/pose 828 bytes
eyeballs
0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures
72 bytes
keyvalues 0 bytes
collision 0 bytes
tot
StudioMDL Thread complete
Klick auf View Model lädt den Betrachter, dort ist aber kein Modell zu sehen, egal wo ich mit der Maus hinklicke.
Wo könnte der Fehler liegen?