Known Issues, Common Problems and Other Info
iv been getting a lot of emails and messages about the same few problems so iv put together a small list of each issue and some other notes of possible problems. i will put this in the how to use.txt of the next update.
The programme was made on...
yea i can see the benefits. but i enjoy using tools and other methods to get the job done.
your a good modeler though samio, you churn out a great deal of models too and you seem to enjoy it a lot. maybe you could turn it into something more than a hobby.
your QC is fine so it must be a problem in your model "shack_ref"
what's the poly count of that model?
im sorry but i dont know what the error "Too many indices" means. unless anyone can shade any light on that then i dont know how to fix it.
anyone guess what it means by "indices"?
poly by poly...cripes. if i modeled poly by poly i wouldnt be modeling. do you not get tired?
i hardly ever make more than a few polys by hand, i use all the tools lightwave has to offer :D splines included
and btw, how long have you been modeling Samio?
iv been trying to do this for the past week and have encountered many problems.
i am trying to edit the CSS knife model to use my knife model instead.
the first problem seems to be with cannonfodder's decompiler.
the 2 joints for the knife(knife_parent and knife_handle) are in the wrong...
well...your reference model obviously has too many indices :P
not sure what it means by that though, iv never come across that error before.
edit: post your QC i might find a problem in that
yes. but the reason im telling him about his SMD is because it is just an export of his model, with no hands or anything, so it wont work as a weapon model.
yeah i just noticed something which looked like a graph editor.
you'll have realised i dont normally use 3ds max - i use lightwave for modeling and unfortunately there is no lightwave smd importer.
i will have to play around with this graph tool to try and get it working. it seems that the...
ye samio i am planning to do all that. its still a WIP and i havent even completed the body, nevermind added detail.
i will post updates when i find time to do them
i am hoping to write a tutorial on this exact topic, but i will need to do it myself first :)
just the damned joint in the wrong position throught EVERY frame in EVERY animation.
i would love to speak to an experienced 3ds max user to see if there is an easy way.
i dont make many models these days but here's a WIP of my SCAR, its an assault rifle.
this is a high poly version with no real structure. but i will probably redo it with a low poly version which will look almost the same(its just the way i model that i can easily have 1000s of uneeded polys)...
its a lot more complicated than that to get proper working weapon models into the game. i havent yet fully accomplished it with the css arms. the only way iv managed to do it is by using a 1.6 weapon model and compiling it for source.
in your case, you basically have to decompile the hl2...
i forgot to mention in my last post to say that the 'Copy to Game' option has been removed and it is now done by default.
iv also added the 'Launch HLMV'(half-life model viewer) option which loads HLMV with the newly compiled model - pretty useful.
and another of my plans for a future...
HL2 Compile Toolkit Update - version 1.2.1
hey guys, update here :)
the main changes are:
-compiling for mods
-specify which folder to compile to
-fixed 2 small bugs(one of which was the error when making breakable models in the Create QC feature)
plans for next update:
-compile...