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所有讨论 > Help > 主题详情
razyslayer 7 月 19 日 下午 12:12
need some help with a model
Hi, its my first time that i'm porting a model from blender to Gmod and im having a tad bit of an issue with the legs not being straight on the model. i do
引用自 blop Δ:
if youre not using the proportion trick script for models then that could be the issue, heres a tutorial on how to use it: https://www.youtube.com/watch?v=n9lmxpjSv0I&t=16s
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razyslayer 7 月 19 日 下午 12:13 
sorry i hit enter to early lol, but to continue i have an image of the model as well that i can provide to anyone willing to help
该讨论串的作者已表示此帖子解答了原先的主题。
blop Δ 7 月 19 日 下午 3:24 
if youre not using the proportion trick script for models then that could be the issue, heres a tutorial on how to use it: https://www.youtube.com/watch?v=n9lmxpjSv0I&t=16s
razyslayer 7 月 22 日 下午 1:48 
so i fixed that issue but my textures wont read for the life of me, i have it in the directory from my Cd file but it still wont read...
blop Δ 7 月 22 日 下午 1:55 
im not sure what you mean by cd file but ill reccomend you to make a folder thats iniside garrysmod/addons that contains the materials, models and lua folders. inside the materials folder should be a models folder then how many folder you like and with your custom names (make sure the directories are all stated inside the .qc AND .vmt files the command should look like this inside the .qc $cdmaterials "models\example\example\example" and for the .vmt it should be $basetexture "models\example\example\example\name of the .vtf file
)
razyslayer 7 月 22 日 下午 2:21 
HOLY SHIT I FORGOT ABOUT THE VMT FILE
blop Δ 7 月 22 日 下午 2:31 
haha glad i could help:steamsunny:
razyslayer 7 月 22 日 下午 2:35 
ok so looking at it again, in the second comment i made i meant to say qc file not cd file lol. i checked the vmt file as well and it should be reading as intended yet the textures still wont load, i triple checked the path in both the qc file and the vmt file and it should be working fine but it isnt is there any other potential causes for this???
blop Δ 7 月 22 日 下午 2:47 
not sure if your vmt file is set up correctly it should exactly look like this:

"VertexLitGeneric"
{
$basetexture "models\example"
}


you can also write UnlitGeneric so that the texture doesnt react to any light i recommend you to take a look at the valve dev hub if some things are unclear

https://developer.valvesoftware.com/wiki/Category:Shader_parameters
最后由 blop Δ 编辑于; 7 月 22 日 下午 2:48
razyslayer 7 月 22 日 下午 2:54 
https://imgur.com/a/CqLopBp here is an image of the VMT file the scribbled out bits is just my name
blop Δ 7 月 22 日 下午 2:59 
could be because you have underscores inside the directory try it without them and use HLMV to view your model you can find it inside the GarrysMod/bin folder
razyslayer 7 月 22 日 下午 3:15 
should i recompile the model after fixing the underscores in the texture name?
razyslayer 7 月 22 日 下午 3:21 
also while i was looking in hlmv the modes legs lookm kinda funky when outside of the default pose

default pose box checked: https://imgur.com/a/qKIVgMm
default pose box not checked: https://imgur.com/a/1wH4mHf
blop Δ 7 月 22 日 下午 3:41 
theres no need to recompile the model but remember to always put the model trough proportion trick after making any edit to a model (for example you edit something in blender and export it) or else it will lose the proportion data. (its safe to recompile without proportiontrick if youre just editing the .qc or anything else than animations or modelfiles)

just in case, make sure that you have sequences inside your .qc for your model to work ingame in my case i use $includemodel "f_anm.mdl" (for female sequences not sure if m_anm works but try it out if you want male animations)

(also paste thse but make sure when compiling to have these names as smd files inside your models anims folder they export after using proportiontrick)

$sequence reference "anims/reference_female" fps 1

$animation a_proportions "anims/proportions" subtract reference 0

$sequence proportions a_proportions predelta autoplay

$Sequence "ragdoll" {
"anims/proportions"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}


if you also want your model as npc's make another .qc file copy paste everything and replace the includemodel with this:

(this will prevent animations from bugging out)

$includemodel "f_gst.mdl"
$includemodel "f_pst.mdl"
$includemodel "f_shd.mdl"
$includemodel "f_ss.mdl"
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
$includemodel "humans/female_gestures.mdl"
$includemodel "humans/female_postures.mdl"
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
//Hostile
$includemodel "combine_soldier_anims.mdl"
$includemodel "humans/male_shared.mdl"

if you need to know how to make the .lua file for npc's or playermodels i can send you the code for that:bms_crowbar:
最后由 blop Δ 编辑于; 7 月 22 日 下午 3:44
razyslayer 7 月 22 日 下午 3:54 
so im actually using a template for the qc file in this case that has everything i should need

i did my proportion trick file in 2.79 and redid it yesterday

below is the the text from my qc file

https://imgur.com/a/Tpcqg6I

i have the define bones and physics in the qc as well i just did not include them in the screenshots because they are really long and such
blop Δ 7 月 22 日 下午 3:58 
check if it works without definebones cause it only created issues for me rather than helping its not really neccessary anyways
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