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Author Topic: [HL1] SD Drill Instructor  (Read 2777 times)

Megan

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[HL1] SD Drill Instructor
« on: June 14, 2011, 11:50:41 PM »
I've been working on this crappy SD model replacement for the Drill Instructor in Opposing Force for awhile now, and my animator finally finished working on the animations for him, and for some reason, I'm getting bone errors up the ass, even though my animator said they work without a problem in Max. And for some reason when I try compiling it while ignoring warnings, it says there's too many normals in the model, what the fuck? My poly and vert count is well within acceptable bounds.

If anyone can help me, you are :2pro:.

P.S. Ignore the smoothing at this time, it's just a test compile.

Editor

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Re: [HL1] SD Drill Instructor
« Reply #1 on: June 15, 2011, 12:05:26 AM »
Split it into two SMDS to give it zero reason to generate the Too many normals error and got this.

Edit: Also needed to remove dieforward before it would compile.

Seems to be animation related, this isn't my area of expertise so I could be wrong.
« Last Edit: June 15, 2011, 12:08:49 AM by Thomas »

SPRKH

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Re: [HL1] SD Drill Instructor
« Reply #2 on: June 15, 2011, 12:47:28 AM »
Your bone hierarchy is inconsistent between reference smds.

Are the whistle, binoculars and megaphone just model attachments? If so, import the character smd, and re-rig it to that.

Megan

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Re: [HL1] SD Drill Instructor
« Reply #3 on: June 15, 2011, 01:44:16 AM »
Ah, yes. Totally forgot about re-rigging those. Hey, if those are the only errors you get, Tom, could you just remove the references to his accessories in the .qc and see if it compiles fine?
« Last Edit: June 15, 2011, 01:46:25 AM by Joebama »

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Re: [HL1] SD Drill Instructor
« Reply #4 on: June 15, 2011, 05:16:21 AM »
Hey Joe, if you read my post carefully I had to remove those three references and dieforward before it would compile. I edited my post shortly after.

Megan

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Re: [HL1] SD Drill Instructor
« Reply #5 on: June 15, 2011, 04:35:51 PM »
Ah, so then the dieforward animation is fucked. I'll have to check that out with my animator, and in the meantime I will re-rig those parts.
« Last Edit: June 15, 2011, 04:45:15 PM by Joebama »

Megan

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Re: [HL1] SD Drill Instructor
« Reply #6 on: June 15, 2011, 08:58:55 PM »
Ok, problem. I just about have this piece of shit done, but now the mouth controller is invalid or something.

************ ERROR ************
unknown bonecontroller link 'Mouth'

Is what it says. I have no idea how to fix this and I hope I could get some help...

SPRKH

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Re: [HL1] SD Drill Instructor
« Reply #7 on: June 15, 2011, 09:16:47 PM »
Are there any verts assigned to the bone, otherwise the bone gets omitted.

James

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Re: [HL1] SD Drill Instructor
« Reply #8 on: June 15, 2011, 09:39:50 PM »
Dieforward is not broken, it doesn't compile because your references were setup wrong, the smoothing is completely non-existent. No offence intended, but these are really, really basic problems.

The reference should be

$body "studio" "PC_drill_body_ref"
$body "studio" "PC_drill_head_ref"

And not

$body "studio" "PC_drill_body_ref" "PC_drill_head_ref"

Edit: And the torso is just floating atop the legs.
« Last Edit: June 15, 2011, 09:41:39 PM by James »

Megan

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Re: [HL1] SD Drill Instructor
« Reply #9 on: June 15, 2011, 10:22:30 PM »
It's the new .qc file I edited. dieforwards was broken before I edited it. Thanks for correcting it though.

EDIT: His mouth is a little strange, but he's compiled. Thanks for the help guys!
« Last Edit: June 15, 2011, 11:02:43 PM by Joebama »