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所有讨论 > Help > 主题详情
Richard Cynic 2015 年 3 月 31 日 下午 3:50
Not finding bones upon compile.
I am trying to model hack for Goldsource. I am making minor changes to several of the existing meshes and not trying to add any new animations or mess with the skeleton in any way.

Whenever I attempt to compile a model that I export, it always comes up with a missing bone or an unknown bonecontroller link. Or a missing hitbox...Only after I open up the SMD in blender and export do I get these problems. All the vertices are attached to their properly named bones. On the outside, there appears to be zero problems. Deleting the bones and bonecontrollers from the QC does not help and is not a good idea. I will admit that my Source to Goldsource converter crashes when I attempt to use it, but this hasn't caused any problems for my world models of weapons and items. All I'm trying to do is make tiny changes to the meshes; stuff like making Barney's helmet into a hat by widening the brim, turning the viewmodel hands into bare arms, etc.

Please, god, help me. I have not been able to find a good answer for this problem yet.
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Artfunkel 2015 年 4 月 1 日 下午 12:17 
This is unlikely to be related to the Tools' exporter.
Richard Cynic 2015 年 4 月 1 日 下午 5:46 
Situation breakdown:

1. I am using Jed's Model viewer to decompile, which works fine and is GREAT for re-texturing.

2. I then use the Blender Source Tools and import the reference or template SMDs into Blender (ex: Barney-X_Template_Biped1.smd, python_gun.smd, python_hands.smd)

3. I edit the mesh until it fits my fancy and DO NOT touch any of the bones or edit their names.

4. When finished, I export the SMD to its proper folder.

5. I drag the SMD and drop it on the S2GS Converter - it crashes immediately with no error message. (BUT, I'll admit that this hasn't had any adverse effect on the world models)

6. I drag the QC onto the GUIStudioMDL and the compile fails - it usually gives me errors like: "Unknown bonecontroller link Bip01 head" and, if I edit the QC with Notepad++ and take it out, it usually lists some other bone or "bbox" that it cannot find.

Things to take note of:

1. When I decompile and attempt to recompile the QC of a model that I have not edited nor imported into Blender - it compiles without a hitch.

Conversely:

2. If I so much as import an NPC reference SMD or Viewmodel reference SMD (Or anything with more than one bone or animation) into Blender (I don't even have to touch any part of it) and export it and drag it onto the S2GS Converter and attempt to compile its QC with GUIStudioMDL - it will still have compile issues.

AND:

3. If I import the entire QC (All reference models and anims at the same time) into Blender, I noticed 2 things. ONE: The rig's origin in in a different spot than it would be if I opened up the SMDs separately, and TWO: I the meshes disappear when I attempt to edit them...
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所有讨论 > Help > 主题详情
发帖日期: 2015 年 3 月 31 日 下午 3:50
回复数: 2