News: Celebrating over 10 years serving the creative community

Author Topic: Source compile help  (Read 2713 times)

Greer

  • Pit Drone
  • *****
  • Posts: 171
  • That lil' robot fella
Source compile help
« on: August 27, 2009, 08:22:25 AM »
Basically, i got all stuff rigged(hopefully-properly)and after compile model simply does not show up.At all.Any idea what is it?There is sources of compile in case someone wants to try themselves, but if you notice the mistake, please tell how to fix it.Thank you.

http://www.mediafire.com/download.php?tkt4kcdjm3t

P.S.Yes its H4wk's gluon.Yes its for physgun.No i dont give a damn if it fits or not.At least its far better.
"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury. Not a curse. To know you're close to the end is a kind of freedom. Good time to take...inventory."

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Source compile help
« Reply #1 on: August 27, 2009, 11:41:26 AM »
You sure it's not just incorrectly rotated?

Greer

  • Pit Drone
  • *****
  • Posts: 171
  • That lil' robot fella
Re: Source compile help
« Reply #2 on: August 27, 2009, 11:56:43 AM »
Yes, all sequences have rotate -90 set after FPS count.
"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury. Not a curse. To know you're close to the end is a kind of freedom. Good time to take...inventory."

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Source compile help
« Reply #3 on: August 27, 2009, 12:02:05 PM »
Yeah, but is that the correct value? Or does the model not show up in HLMV at all, in case you only checked it from 1st person view?

Greer

  • Pit Drone
  • *****
  • Posts: 171
  • That lil' robot fella
Re: Source compile help
« Reply #4 on: August 27, 2009, 12:17:50 PM »
Yeah, but is that the correct value? Or does the model not show up in HLMV at all, in case you only checked it from 1st person view?

I checked it in Garry's Mod(basically EP2) and HL2.Nothing worked.I didnt check HLMV though.
:EDIT:Tried to open it in HLMV, only managed to open some files in "root" folder of SDK but not model i needed.God damn it valve...
« Last Edit: August 27, 2009, 12:41:34 PM by Greer »
"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury. Not a curse. To know you're close to the end is a kind of freedom. Good time to take...inventory."

@$#%

  • Gargantua
  • ******
  • Posts: 558
Re: Source compile help
« Reply #5 on: August 27, 2009, 01:04:48 PM »
Try rotating it the other way (rotate 90 instead of -90); I haven't compiled anything for source  in a very long time, but I remember that in some cases, the decompiler dumped the anims rotated the other way than it typically would.

Greer

  • Pit Drone
  • *****
  • Posts: 171
  • That lil' robot fella
Re: Source compile help
« Reply #6 on: August 27, 2009, 01:09:44 PM »
Try rotating it the other way (rotate 90 instead of -90); I haven't compiled anything for source  in a very long time, but I remember that in some cases, the decompiler dumped the anims rotated the other way than it typically would.

Friend suggested that.Didnt work either though animations were rotated for sure(line of electrical spark from attack animation was going from left side of screen)
"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury. Not a curse. To know you're close to the end is a kind of freedom. Good time to take...inventory."

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Source compile help
« Reply #7 on: August 27, 2009, 01:42:34 PM »
Then just try rotating in multiples of 90.

Greer

  • Pit Drone
  • *****
  • Posts: 171
  • That lil' robot fella
Re: Source compile help
« Reply #8 on: August 27, 2009, 02:18:08 PM »
That worked for animation but model STILL WONT show up.What the hell?
"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury. Not a curse. To know you're close to the end is a kind of freedom. Good time to take...inventory."

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Source compile help
« Reply #9 on: August 27, 2009, 02:34:03 PM »
All of it or just the gun?

/e try this qc

Code: [Select]
$cd "C:\Downloads\Gmod shit"
$modelname "weapons/v_physcannon.mdl"
$model "studio" "Physcannon_reference.smd"
$poseparameter active 0.00 1.00
$cdmaterials "models\weapons\v_physcannon\"
$cdmaterials "models\weapons\v_hand\"
$attachment "muzzle" "Muzzle" -0.00 0.25 -2.00 rotate 0.00 0.00 0.00
$attachment "fork1b" "Base_A" -0.00 -0.00 -0.00 rotate 0.00 0.00 0.00
$attachment "fork1m" "Prong_A" 0.00 0.00 -0.00 rotate 0.00 0.00 0.00
$attachment "fork1t" "Tip_A" -0.00 -0.00 0.00 rotate 0.00 0.00 0.00
$attachment "fork2b" "Base_B" -0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "fork2m" "Prong_B" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "fork2t" "Tip_B" -0.00 -0.00 0.00 rotate 0.00 0.00 0.00
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 rotate -90
$sequence hold_idle "hold_idle" loop ACT_VM_RELOAD 1 fps 30.00 rotate -90
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00  rotate -90
$sequence holster "holster" ACT_VM_HOLSTER 1 fps 30.00 rotate -90
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 rotate -90
$sequence altfire "altfire" ACT_VM_SECONDARYATTACK 1 fps 30.00 rotate -90
$animation ProngsShut "ProngsShut" fps 30.000000 rotate -90
$animation ProngsOpen "ProngsOpen" fps 30.000000 rotate -90
$sequence prong_blend "ProngsShut" fps 30.00 rotate -90 {
  blendwidth 2
  blend active 0.000000 1.000000
  autoplay
 ProngsOpen
}

But with the fixed rotations
« Last Edit: August 27, 2009, 02:37:17 PM by Sporkeh »

Greer

  • Pit Drone
  • *****
  • Posts: 171
  • That lil' robot fella
Re: Source compile help
« Reply #10 on: August 27, 2009, 02:54:28 PM »
All of it or just the gun?

/e try this qc
QC stuffs

But with the fixed rotations

With my fixed rotations animations(only animations, not the model itself sadly)were sorta rotated(electric line was coming from top middle of screen, which i believe it would since i didnt rig the muzzle and all so it didnt have any other place to get out of).Gona test your QC atm.
:EDIT:Doesnt work.I guess i will just drop the idea and wait, maybe its something with SDK(since compilers use some of its files maybe Valve did something to it or i dont know)or maybe its just compilers.
« Last Edit: August 27, 2009, 02:57:13 PM by Greer »
"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth. But I think that's a luxury. Not a curse. To know you're close to the end is a kind of freedom. Good time to take...inventory."