QC File issues while trying to compile a mdl.

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Its been a pretty long time since i've attempted to compile my own mdl. I lack the SDK's from steam do to my internet, downloading 1gig would take me a few days and i'm under a monthly limit out here, so i'm having to do a QC from scratch and by hand. Anyways, I'm using GUIstudiomdl to compile a mdl, but i'm running into an issue with one of the command lines and have no earthly idea on how to resolve this issue.


************ ERROR ************
bad command $cdmaterials
Is what i get with the command line

$cdmaterials "export\materials"

without this command line i get:

************ ERROR ************
unknown graphics type: "C:\Users\Wolf\Documents\3dsmax\export\/bd_goku_body_blood.jpg
the smd's load before giving me this error without the command line,any ideas?

Thanks in advance.
 
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mdl files require an indexed image and in the .bmp format.
the dimensions have to be a combination of these numbers

64 128 512
 
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yea i stick it in its own folder within the folder that has the smd's and reference. I'll change the file type when i get back to my room. Thanks DT :)
 
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i've made them bmp and have them in their own folder now, but i'm still getting the same errors, what should the $cdmaterials/$csmaterials line look like? I've tried a series of combinations and nothing seems to be working
 
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Suggestion:

decompile a esf model use it's qc but change the stuff you need for your model.
and if still texture related open a esf model texture make it RGB paste your texture make it INDEX and save it

i hope this helped
 
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a sound suggestion, yet i dont have anything source related installed, so trying to use cannonfodders mdl decompiler isnt going to help me none since i dont have the hl/hl2 files :-\ Could i get the QC copied here instead?

thanks for the assistance Nemix
 
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is this any help?

$modelname "C:\Users\Wolf\Desktop\model.mdl"
$cd "\Users\Wolf\Desktop\"
$cdtexture "\Users\Wolf\Desktop\"
$cliptotextures

$scale 1.0

// 2 attachments
$attachment 0 "Bip01 R Hand" 0.800000 0.000000 0.800000
$attachment 1 "Bip01 L Hand" 0.800000 0.000000 0.800000

// 4 bone controllers
$controller 0 "Bip01 Spine" YR -30 30
$controller 1 "Bip01 Spine1" ZR -30 30
$controller 2 "Bip01 Spine2" ZR -30 30
$controller 3 "Bip01 Spine3" ZR -30 30

// 15 hit boxes
$hbox 0 "Bip01 L Leg" -1.700000 -1.320000 0.000000 1.590000 1.600000 4.580000
$hbox 0 "Bip01 L Leg1" -2.170000 -0.810000 0.000000 1.320000 2.240000 4.399392
$hbox 0 "Bip01 R Leg" -1.720000 -1.510000 0.000000 1.420000 1.500000 4.590000
$hbox 0 "Bip01 R Leg1" -2.160000 -2.090000 0.000000 1.010000 1.210000 4.399399
$hbox 0 "Bip01 Spine" -1.700000 -1.220000 0.000000 1.730000 1.440000 1.327421
$hbox 0 "Bip01 Spine1" -1.490000 -1.240000 0.000000 1.520000 1.410000 1.206698
$hbox 0 "Bip01 Spine2" -2.210000 -1.640000 -4.620000 4.350000 2.390000 3.840000
$hbox 0 "Bip01 Spine3" -3.250000 -1.870000 -6.110000 4.350000 2.300000 4.830000
$hbox 0 "Bip01 Neck" -2.320000 -1.620000 -0.870000 2.350000 1.700000 0.770000
$hbox 0 "Bip01 Head" -1.270000 -1.980000 -0.420000 1.340000 1.600000 3.090000
$hbox 0 "Bip01 L Arm1" -0.810000 -0.870000 0.000000 1.230000 0.880000 2.784940
$hbox 0 "Bip01 L Arm2" -0.860000 -0.860000 0.000000 0.910000 0.800000 2.780000
$hbox 0 "Bip01 R Arm1" -0.780000 -0.880000 0.000000 1.270000 0.870000 2.896338
$hbox 0 "Bip01 R Arm2" -0.870000 -0.790000 0.000000 0.920000 0.870000 2.660000
$hbox 0 "Bip01 R Hand" -0.760000 -1.630000 -1.110000 0.270000 11.530000 1.900000

$bodygroup
{
studio "reference"
}

// 209 sequences
$sequence look_idle "look_idle" loop fps 14 ACT_IDLE 5
$sequence idle "idle" loop fps 16 ACT_IDLE 1
$sequence deep_idle "deep_idle" loop fps 15 ACT_IDLE 4
$sequence run "run" LX loop fps 70 ACT_RUN 1
$sequence run2 "run2" LX loop fps 70 ACT_RUN 1
$sequence turbo_run "turbo_run" loop fps 28
$sequence run_backward "run_backward" loop fps 35
$sequence walk2handed "walk2handed" LX loop fps 32 ACT_WALK 1
$sequence walk "walk" LX loop fps 32
$sequence walk_backward "walk_backward" loop fps 25
$sequence jump "jump" fps 28 ACT_HOP 1
$sequence long_jump "long_jump" LX fps 28 ACT_LEAP 1
$sequence back_flip "back_flip" fps 22
$sequence grabwall_forward "grabwall_forward" fps 20
$sequence walljump_forward "walljump_forward" fps 20
$sequence grabwall_back "grabwall_back" fps 20
$sequence walljump_back "walljump_back" fps 20
$sequence grabwall_left "grabwall_left" fps 20
$sequence walljump_left "walljump_left" fps 20
$sequence grabwall_right "grabwall_right" fps 20
$sequence walljump_right "walljump_right" fps 20
$sequence swim "swim" loop fps 16 ACT_SWIM 1
$sequence treadwater "treadwater" loop fps 14 ACT_HOVER 1
$sequence swim_backwards "swim_backwards" loop fps 23
$sequence ref_powerup "ref_powerup" fps 20
$sequence ref_powerup_charge "ref_powerup_charge" loop fps 32
$sequence fly_powerup "fly_powerup" fps 24
$sequence fly_powerup_charge "fly_powerup_charge" loop fps 30
$sequence fly_idle "fly_idle" loop fps 15
$sequence fly_forward "fly_forward" loop fps 18
$sequence fly_backward "fly_backward" loop fps 18
$sequence fly_left "fly_left" loop fps 18
$sequence fly_right "fly_right" loop fps 18
$sequence fly_up "fly_up" loop fps 18
$sequence fly_down "fly_down" loop fps 18
$sequence fly_fall "fly_fall" fps 18
$sequence swoop_up "swoop_up" loop fps 20
$sequence swoop_down "swoop_down" loop fps 20
$sequence swoop_left "swoop_left" loop fps 20
$sequence swoop_right "swoop_right" loop fps 20
$sequence swoop_forward "swoop_forward" loop fps 20
$sequence swoop_backward "swoop_backward" loop fps 20
$sequence ref_block "ref_block" loop fps 10
$sequence fly_block "fly_block" loop fps 15
$sequence ref_forward_swataway "ref_forward_swataway" fps 20
$sequence ref_right_swataway "ref_right_swataway" fps 20
$sequence ref_left_swataway "ref_left_swataway" fps 20
$sequence blow_down "blow_down" fps 20
$sequence blow_up "blow_up" fps 20
$sequence blow_left "blow_left" fps 20
$sequence blow_right "blow_right" fps 20
$sequence blow_kick_front "blow_kick_front" fps 20
$sequence hit_blow_back "hit_blow_back" loop fps 25
$sequence hit_blow_back_recover "hit_blow_back_recover" loop fps 25
$sequence hit_blow_front "hit_blow_front" loop fps 25
$sequence hit_blow_front_recover "hit_blow_front_recover" loop fps 25
$sequence hit_blow_down "hit_blow_down" loop fps 25
$sequence hit_blow_down_recover "hit_blow_down_recover" loop fps 25
$sequence hit_blow_up "hit_blow_up" loop fps 25
$sequence hit_blow_up_recover "hit_blow_up_recover" loop fps 25
$sequence hit_blow_left "hit_blow_left" loop fps 25
$sequence hit_blow_left_recover "hit_blow_left_recover" loop fps 25
$sequence hit_blow_right "hit_blow_right" loop fps 25
$sequence hit_blow_right_recover "hit_blow_right_recover" loop fps 25
$sequence tumble_forward "tumble_forward" loop fps 28
$sequence tumble_forward_recover "tumble_forward_recover" loop fps 28
$sequence tumble_back "tumble_back" loop fps 28
$sequence tumble_back_recover "tumble_back_recover" loop fps 28
$sequence tumble_left "tumble_left" loop fps 28
$sequence tumble_left_recover "tumble_left_recover" loop fps 28
$sequence tumble_right "tumble_right" loop fps 28
$sequence tumble_right_recover "tumble_right_recover" loop fps 28
$sequence lay_ground "lay_ground" loop fps 16
$sequence lay_ground_recover "lay_ground_recover" fps 26
$sequence lay_ground2 "lay_ground2" loop fps 16
$sequence lay_ground_recover2 "lay_ground_recover2" fps 26
$sequence die_simple "die_simple" fps 18 ACT_DIESIMPLE 1
$sequence die_backwards1 "die_backwards1" fps 23 ACT_DIEBACKWARD 4
$sequence die_backwards "die_backwards" fps 24 ACT_DIEBACKWARD 1
$sequence die_forwards "die_forwards" fps 22 ACT_DIEFORWARD 1
$sequence die_spin "die_spin" fps 24 ACT_DIE_HEADSHOT 1
$sequence die_fall_up "die_fall_up" loop fps 20
$sequence die_fall_up_hit "die_fall_up_hit" fps 20
$sequence die_fall_down "die_fall_down" loop fps 20
$sequence die_fall_down_hit "die_fall_down_hit" fps 20
$sequence deadback "deadback" fps 10
$sequence deadsitting "deadsitting" fps 10
$sequence deadstomach "deadstomach" fps 10
$sequence deadtable "deadtable" fps 10
$sequence ref_shoot_bean "ref_shoot_bean" fps 16
$sequence ref_shoot2_bean "ref_shoot2_bean" fps 20
$sequence ref_aim_bean "ref_aim_bean" fps 16
$sequence ref_aim_dragonball "ref_aim_dragonball" loop fps 16
$sequence ref_shoot_dragonball "ref_shoot_dragonball_blend1" "ref_shoot_dragonball_blend2" fps 18
$sequence ref_shoot2_dragonball "ref_shoot2_dragonball" fps 20
$sequence ref_shoot_kiblast "ref_shoot_kiblast_blend1" "ref_shoot_kiblast_blend2" fps 30 blend XR -65 65
$sequence ref_shoot2_kiblast "ref_shoot2_kiblast_blend1" "ref_shoot2_kiblast_blend2" fps 30 blend XR -65 65
$sequence ref_charge_genericbeam "ref_charge_genericbeam" fps 20
$sequence ref_control_genericbeam "ref_control_genericbeam" loop fps 20
$sequence ref_shoot_genericbeam "ref_shoot_genericbeam" fps 20
$sequence ref_beam_push "ref_beam_push" loop fps 20
$sequence change_long "change_long" fps 24
$sequence change_normal "change_normal" loop fps 24
$sequence change_finish "change_finish" fps 24
$sequence throw_land "throw_land" fps 25
$sequence throw_recover_jump "throw_recover_jump" fps 30
$sequence throw_recover_forward "throw_recover_forward" fps 30
$sequence throw_recover_backward "throw_recover_backward" fps 30
$sequence throw_recover_left "throw_recover_left" fps 30
$sequence throw_recover_right "throw_recover_right" fps 30
$sequence ref_charge_burningattack "ref_charge_burningattack" fps 18
$sequence ref_control_burningattack "ref_control_burningattack" loop fps 10
$sequence ref_charge_finishingbuster "ref_charge_finishingbuster" fps 20
$sequence ref_shoot_finishingbuster "ref_shoot_finishingbuster" fps 40
$sequence ref_autopunch "ref_autopunch" loop fps 70 { event 7000 2 "Bip01 L Hand" } { event 7000 15 "Bip01 R Hand" } { event 7000 30 "Bip01 L Hand" } { event 7000 45 "Bip01 R Hand" }
$sequence ref_autopunch_hit "ref_autopunch_hit" loop fps 70
$sequence ref_autopunch_hit_back "ref_autopunch_hit_back" loop fps 70
$sequence ref_autopunch_spin "ref_autopunch_spin" fps 20
$sequence ref_autopunch_block "ref_autopunch_block" loop fps 70
$sequence ref_stance "ref_stance" loop fps 20
$sequence ref_stun "ref_stun" loop fps 20
$sequence ref_grapple "ref_grapple" loop fps 20
$sequence left_weak_attack1 "left_weak_attack1" fps 20
$sequence left_medium_attack1 "left_medium_attack1" fps 20
$sequence left_strong_attack1 "left_strong_attack1" fps 20 { event 7005 1 "2" } { event 7005 14 "0" }
$sequence left_weak_attack2 "left_weak_attack2" fps 20
$sequence left_medium_attack2 "left_medium_attack2" fps 20
$sequence left_strong_attack2 "left_strong_attack2" fps 20
$sequence right_weak_attack1 "right_weak_attack1" fps 20
$sequence right_medium_attack1 "right_medium_attack1" fps 20 { event 7005 5 "1" } { event 7005 21 "0" }
$sequence right_strong_attack1 "right_strong_attack1" fps 20
$sequence right_weak_attack2 "right_weak_attack2" fps 20
$sequence right_medium_attack2 "right_medium_attack2" fps 20
$sequence right_strong_attack2 "right_strong_attack2" fps 20
$sequence top_weak_attack1 "top_weak_attack1" fps 20
$sequence top_medium_attack1 "top_medium_attack1" fps 20
$sequence top_strong_attack1 "top_strong_attack1" fps 20 { event 7005 1 "1" } { event 7005 12 "0" }
$sequence top_weak_attack2 "top_weak_attack2" fps 20
$sequence top_medium_attack2 "top_medium_attack2" fps 20
$sequence top_strong_attack2 "top_strong_attack2" fps 20
$sequence bottom_weak_attack1 "bottom_weak_attack1" fps 20
$sequence bottom_medium_attack1 "bottom_medium_attack1" fps 20 { event 7005 4 "1" } { event 7005 14 "0" }
$sequence bottom_strong_attack1 "bottom_strong_attack1" fps 20 { event 7005 7 "1" }
$sequence bottom_weak_attack2 "bottom_weak_attack2" fps 20
$sequence bottom_medium_attack2 "bottom_medium_attack2" fps 20
$sequence bottom_strong_attack2 "bottom_strong_attack2" fps 20
$sequence left_weak_attack1_hit "left_weak_attack1_hit" fps 20
$sequence left_medium_attack1_hit "left_medium_attack1_hit" fps 20
$sequence left_strong_attack1_hit "left_strong_attack1_hit" fps 20
$sequence left_weak_attack2_hit "left_weak_attack2_hit" fps 20
$sequence left_medium_attack2_hit "left_medium_attack2_hit" fps 20
$sequence left_strong_attack2_hit "left_strong_attack2_hit" fps 20
$sequence right_weak_attack1_hit "right_weak_attack1_hit" fps 20
$sequence right_medium_attack1_hit "right_medium_attack1_hit" fps 20
$sequence right_strong_attack1_hit "right_strong_attack1_hit" fps 20
$sequence right_weak_attack2_hit "right_weak_attack2_hit" fps 20
$sequence right_medium_attack2_hit "right_medium_attack2_hit" fps 20
$sequence right_strong_attack2_hit "right_strong_attack2_hit" fps 20
$sequence top_weak_attack1_hit "top_weak_attack1_hit" fps 20
$sequence top_medium_attack1_hit "top_medium_attack1_hit" fps 20
$sequence top_strong_attack1_hit "top_strong_attack1_hit" fps 20
$sequence top_weak_attack2_hit "top_weak_attack2_hit" fps 20
$sequence top_medium_attack2_hit "top_medium_attack2_hit" fps 20
$sequence top_strong_attack2_hit "top_strong_attack2_hit" fps 20
$sequence bottom_weak_attack1_hit "bottom_weak_attack1_hit" fps 20
$sequence bottom_medium_attack1_hit "bottom_medium_attack1_hit" fps 20
$sequence bottom_strong_attack1_hit "bottom_strong_attack1_hit" fps 20
$sequence bottom_weak_attack2_hit "bottom_weak_attack2_hit" fps 20
$sequence bottom_medium_attack2_hit "bottom_medium_attack2_hit" fps 20
$sequence bottom_strong_attack2_hit "bottom_strong_attack2_hit" fps 20
$sequence left_weak_attack1_block "left_weak_attack1_block" fps 20
$sequence left_medium_attack1_block "left_medium_attack1_block" fps 20
$sequence left_strong_attack1_block "left_strong_attack1_block" fps 20
$sequence left_weak_attack2_block "left_weak_attack2_block" fps 20
$sequence left_medium_attack2_block "left_medium_attack2_block" fps 20
$sequence left_strong_attack2_block "left_strong_attack2_block" fps 20
$sequence right_weak_attack1_block "right_weak_attack1_block" fps 20
$sequence right_medium_attack1_block "right_medium_attack1_block" fps 20
$sequence right_strong_attack1_block "right_strong_attack1_block" fps 20
$sequence right_weak_attack2_block "right_weak_attack2_block" fps 20
$sequence right_medium_attack2_block "right_medium_attack2_block" fps 20
$sequence right_strong_attack2_block "right_strong_attack2_block" fps 20
$sequence top_weak_attack1_block "top_weak_attack1_block" fps 20
$sequence top_medium_attack1_block "top_medium_attack1_block" fps 20
$sequence top_strong_attack1_block "top_strong_attack1_block" fps 20
$sequence top_weak_attack2_block "top_weak_attack2_block" fps 20
$sequence top_medium_attack2_block "top_medium_attack2_block" fps 20
$sequence top_strong_attack2_block "top_strong_attack2_block" fps 20
$sequence bottom_weak_attack1_block "bottom_weak_attack1_block" fps 20
$sequence bottom_medium_attack1_block "bottom_medium_attack1_block" fps 20
$sequence bottom_strong_attack1_block "bottom_strong_attack1_block" fps 20
$sequence bottom_weak_attack2_block "bottom_weak_attack2_block" fps 20
$sequence bottom_medium_attack2_block "bottom_medium_attack2_block" fps 20
$sequence bottom_strong_attack2_block "bottom_strong_attack2_block" fps 20
$sequence ref_start_throw "ref_start_throw" fps 20
$sequence ref_start_swung "ref_start_swung" fps 20
$sequence ref_swinger_slow "ref_swinger_slow" loop fps 30
$sequence ref_swinger_fast "ref_swinger_fast" loop fps 50
$sequence ref_swinger_letgo "ref_swinger_letgo" fps 20
$sequence ref_swung "ref_swung" loop fps 20
$sequence wall_collide "wall_collide" fps 20
$sequence wall_idle "wall_idle" loop fps 20
$sequence wall_autopunched "wall_autopunched" loop fps 70
$sequence wall_attacked "wall_attacked" fps 20
$sequence wall_recover "wall_recover" fps 20
$sequence combo_1 "combo_1" fps 20 { event 7005 13 "1" } { event 7005 46 "0" } { event 7001 13 "Bip01 Spine2" } { event 7001 22 "Bip01 Spine2" } { event 7001 32 "Bip01 Spine2" } { event 7001 40 "Bip01 Spine2" } { event 7001 49 "Bip01 Spine2" }
$sequence combo_1_hit "combo_1_hit" fps 20
$sequence combo_2 "combo_2" fps 20 { event 7005 5 "1" } { event 7005 45 "0" }
$sequence combo_2_hit "combo_2_hit" fps 20
 
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yes it is good sir, thank you. Though i wonder why its cdtextures here and not cdmaterials like i've seen ?

p.s. thank you, that did it. It compiled right. I guess it preferred the command name "textures" rather then "materials".
 
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hehe :D now that i helped you can you show us what model you compiled :p ?
 
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*shrug* Not my say on that. But so you can have an idea it is the old ZEQ2 Shirtless goku model. Its for a project and i'm not the one to say what i can and can not show. I'm only contributing to it while i'm out here in Kuwait/Iraq on deployment for the US army. Plus it's good to keep my skills fresh and polished as I prep for animation school....by the end of that DT i should have surpassed you finally :p
 
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Yay i rigged this model on esf's player skeleton too... did you also do new animations?
 
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yes i did. They were rather quick and a few are just single frame for the pose. Since this is for testing purposes, nothing "to fancy" was needed. You can check out my other work on my youtube though if you want to see fancy stuff. youtube.com/wolf103085

Also the rig was not using ESF's rig, its Mdave's old rigging work from back in 2003-2004 time frame.
 
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oh so its .mdl as in half life model format but it's not for esf... so it doesn't have all animations needed for esf >.<
I've seen your videos since you first posted here... well recently being active that is

and i remember some videos... by randomly look for animations on youtube ^.^
 
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hahaha i was wondering if anyone has ever stumbled across my work randomly XD
And yea sorry, its not for HL or ESF! reason i said "yep" to your "also did you do new animations?" :)
 
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you can show pics ytou can also relese since zeth said happy modding NEVER MIND IGNORE THIS POST XD
 
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haha yes he did, but for Zeq2 lite :p
 

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