#My model looks weird
1 messages · Page 1 of 1 (latest)
Here's what the model looks like in Gmod
I'm going to post the VMTs and QC
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"
$includemodel "male_postures.mdl"
M_Droid_v2.vmt, Material.vmt (2 files with the same contents)
"VertexlitGeneric"
{
"$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
}
Going to try to call just one VMT in the QC even though I have three to see if it works
Wondering if it's an issue with calling a directory or something
maybe the messed up rig is either how I modified the skeleton or the weights being incorrect
still says it can't find the VMT
wait a sec
so it's something to do with cdmaterials
I am changing the droid qc file so that it looks proper in the stand pose
I think I named the VMTs incorrectly
the idle stance looks better now
I renamed the VMTs but they still won't get compiled
hold on let me change the one message with the VMTs to the new file names
the SMD calls for those materials but they can't be found apparently
but I did modify the skeleton too for the player
There’s your problem. You should use the proportion trick if you modify the skeleton at all, so that the bones move according to your skeleton and not the default one.
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
Your .vmt materials need to be in yourAddon/materials/models/player/droid
this is using a modified skeleton
yeah I have it in PMDroid/materials/models/players/Droid/, does the last folder need to be lower case?
or garrysmod/garrysmod/materials …
wait do they have to be forward slash instead of back slash
Not really?
They're stored in C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\addons\DroidPM\materials\models\player\Droid
and the VMT files have the same name as the materials called for in the SMD
it's being weird
I be tposing
Okay, I had another look at the Qc and I’m gonna assume you decompiled an existing playermodel.
Check https://wiki.facepunch.com/gmod/Player_model_compilation for getting the proper anim includes you need.
Player models need to include a few things in their QC to work right in Garry's Mod.
https://github.com/robotboy655/gmod-animations/raw/master/gm_playermodel_examples.7z
https://github.com/robotboy655/gmod-animations/raw/master/gm_anim_includes.7z..
And then use the proportion trick to copy those animations local rotation to your new skeleton
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.
Or use the Modulate shader, also an option
I decompiled male_07
yeah, it's what gives the robots that screen effect thing
I might add body groups once I get it working, such as hats and clothes
I also study other qc files from Workshop player models for reference
Aye
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
You’ll want to start from the animation set provided on the gmod wiki, it’s the cleanest slate, relatively speaking
The commands will otherwise do unintended things, since they’re generated automatically by studiomdl for the model they were meant to be compiled for
You can of course check the valve wiki for the commands too, to understand what they do
or just remove them, and it will generate them when the model is compiled
sounds good, glad I got the textures working
I know reading documentation is important too
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
I included those files and the rig still looks weird
also for the RGB effect I did $alpha 0.1, didn't work, alphatest setup with the reference being 0.1, didn't work
yep, those anim includes are just for the default skeleton. You still need to do the proportion trick using those as a base skeleton
Better than using a dirty animation set that’s already been compiled and decompiled again
well, twice at that point.
oh
what proportion trick? Modify the qcis or something?
I'll look it up
Is this it?
yeah
again, I don’t know how to do it myself as I’ve never needed to
There’s also this video I shared here of some guy using it, I think. https://discord.com/channels/565105920414318602/1042354338548420618
it's the same guy I'm watching the video for
Are you trying to make a Survivor mod for L4D2 and your new character completely deforms? That's where the Size Proportion Trick comes into play! Follow along and see the steps used to fix this common issue!
Proportion Lines for QC:
$include "(Survivor Name)_$DeclareSequence.qci"
$sequence reference "output" fps 1
$animation "a_proportions" "(...
wait where's spine 2 lmao
I think it caused my problem but I hopefully fixed it by re importing male 07
Valve took some stock biped rig and redid it custom for their NPCs, then for hl2dm
Now to recompile and review
I guess they figured spine2/spine3 was redundant
yeah just use the proportions trick
File
https://github.com/sksh70/proportion_trick_script
Blender 2.83 / 2.90
https://www.blender.org/download/releases/2-90
https://www.blender.org/download/releases/2-83
Blender Source Tools 3.1.0
https://steamreview.org/BlenderSourceTools/archives
Crowbar
https://steamcommunity.com/groups/CrowbarTool
0:00 - Intro
0:06 - Using the script
2:05...
this video has the actual files if you can't find it from search
hopefully should not matter what angle it’s at, but if it does; just apply the pose
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
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
I've also been busy today away from my computer because I've been setting up the Christmas tree and spending time with family
Actually I just used the armature from the SMD and it worked when I ran the script
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
he has a gun!
what's up with these stanky legs