#My model looks weird

1 messages · Page 1 of 1 (latest)

hollow coral
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  1. I assume that the weights are wrong, but I did modify the skeleton too for the player.
  2. The textures are missing even though the qc calls the folder and the VMTs call the VTFs with VertexlitGeneric shaders
    This is what the model looks like in Blender
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Here's what the model looks like in Gmod

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I'm going to post the VMTs and QC

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droid.qc

// Created by Crowbar 0.71

$modelname "droid.mdl"

$model "droid" "droid.smd"

$surfaceprop "metal"

$contents "solid"

$illumposition 0 -0.637 36

$eyeposition 0 0 70

$mostlyopaque

$cdmaterials "models\player\Droid\"

// $attachment "eyes" "ValveBiped.Bip01_Head1" 3.23 -3.49 0.12 rotate 0 -80.1 -90
// $attachment "mouth" "ValveBiped.Bip01_Head1" 0.6 -5.5 0 rotate 0 -80 -90
$attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$cbox 0 0 0 0 0 0

$bbox -13 -13 0 13 13 72

$hboxset "default"
$skipboneinbbox

$proceduralbones "male_07.vrd"


$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1

$sequence "ragdoll" {
    "ragdoll.smd"
    activity "ACT_DIERAGDOLL" 1
    fadein 0.2
    fadeout 0.2
    fps 30
    ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 0
    ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 1
    ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 2
    ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 100 100 target 3
}

$includemodel "male_shared.mdl"
$includemodel "male_ss.mdl"
$includemodel "male_gestures.mdl"
$includemodel "male_postures.mdl"
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M_Droid_v2.vmt, Material.vmt (2 files with the same contents)

"VertexlitGeneric"
{
    "$basetexture" "models/player/Droid/droid_D"
    "$surfaceprop" "Metal"
}

screen_Inst.vmt

"VertexlitGeneric"
{
    "$basetexture" "models/player/Droid/DroidScreen_default_Idle"
    "$surfaceprop" "Glass"
}

MI_Vitre.vmt

"VertexlitGeneric"
{
    "$basetexture" "models/player/Droid/RGB_tv_pixel"
    "$surfaceprop" "Glass"
    "$translucent" 1
}
hollow coral
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Going to try to call just one VMT in the QC even though I have three to see if it works

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Wondering if it's an issue with calling a directory or something

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maybe the messed up rig is either how I modified the skeleton or the weights being incorrect

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still says it can't find the VMT

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wait a sec

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so it's something to do with cdmaterials

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I am changing the droid qc file so that it looks proper in the stand pose

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I think I named the VMTs incorrectly

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the idle stance looks better now

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I renamed the VMTs but they still won't get compiled

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hold on let me change the one message with the VMTs to the new file names

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the SMD calls for those materials but they can't be found apparently

flint delta
hollow coral
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the modified skeleton works just fine when I use the stand pose but the ragdoll is glitchy. I think I should make a custom ragdoll model too if needed

flint delta
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Your .vmt materials need to be in yourAddon/materials/models/player/droid

hollow coral
hollow coral
flint delta
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or garrysmod/garrysmod/materials …

hollow coral
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wait do they have to be forward slash instead of back slash

flint delta
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Not really?

hollow coral
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They're stored in C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\addons\DroidPM\materials\models\player\Droid

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and the VMT files have the same name as the materials called for in the SMD

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it's being weird

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I be tposing

flint delta
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Okay, I had another look at the Qc and I’m gonna assume you decompiled an existing playermodel.

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And then use the proportion trick to copy those animations local rotation to your new skeleton

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As for the screen, I’m not entirely sure what your intention is there. Do you want the RGB as an overlay to your screen texture? If so you can use the $detail vmt parameter for that.

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Or use the Modulate shader, also an option

hollow coral
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I might add body groups once I get it working, such as hats and clothes

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I also study other qc files from Workshop player models for reference

flint delta
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Aye

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Well there’s a few commands left in there that are just the result of a decompiled model. Namely $hbox and $cbox, but there is probably more that is left in there

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You’ll want to start from the animation set provided on the gmod wiki, it’s the cleanest slate, relatively speaking

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The commands will otherwise do unintended things, since they’re generated automatically by studiomdl for the model they were meant to be compiled for

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You can of course check the valve wiki for the commands too, to understand what they do

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or just remove them, and it will generate them when the model is compiled

hollow coral
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sounds good, glad I got the textures working

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I know reading documentation is important too

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I think at first I made a qc that worked okay enough, then I decided to decompile an mdl and use a different qc for some reason

hollow coral
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also for the RGB effect I did $alpha 0.1, didn't work, alphatest setup with the reference being 0.1, didn't work

flint delta
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Better than using a dirty animation set that’s already been compiled and decompiled again

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well, twice at that point.

hollow coral
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oh

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what proportion trick? Modify the qcis or something?

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I'll look it up

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Is this it?

flint delta
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yeah

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again, I don’t know how to do it myself as I’ve never needed to

hollow coral
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it's the same guy I'm watching the video for

hollow coral
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wait where's spine 2 lmao

flint delta
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gone, reduced to atoms

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It shouldn’t matter afaik

hollow coral
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I think it caused my problem but I hopefully fixed it by re importing male 07

flint delta
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Valve took some stock biped rig and redid it custom for their NPCs, then for hl2dm

hollow coral
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Now to recompile and review

flint delta
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I guess they figured spine2/spine3 was redundant

crystal hare
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yeah just use the proportions trick

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this video has the actual files if you can't find it from search

hollow coral
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it seems the armature is t-posing

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the model I ripped is A Posing

flint delta
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hopefully should not matter what angle it’s at, but if it does; just apply the pose

hollow coral
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I might modify the rig from an FBX I created for the model to be in T Pose and then apply the modifier and delete the armature hoping it stays in the pose

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At this point I'm fine with re-rigging a model if it makes it so that the model doesn't look like complete crap

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I've also been busy today away from my computer because I've been setting up the Christmas tree and spending time with family

hollow coral
hollow coral
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ok the animations seem to work, but the model looks off, especially the right arm. I'm going to fix the weights then test it in Gmod if it looks better in HLMV the second time

hollow coral
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he has a gun!

hollow coral
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what's up with these stanky legs