Fr/Compiling a model: Difference between revisions
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{{tip|La plupart des outils SDK accepte <code>-game</code>.}} | {{tip|La plupart des outils SDK accepte <code>-game</code>.}} | ||
=== Syntaxe intelligente === | |||
Edité un fichier devient beaucoup plus facile avec un éditeur de texte avancé avec support de la syntaxe. Il y à deux éditeur avec support de la syntaxe pour les fichiers QC : | |||
*[[Notepadpp VDF languages|Notepad++]] | *[[Notepadpp VDF languages|Notepad++]] | ||
*[[Highlighting and Compiling QCs with ConTEXT|ConTEXT]] | *[[Highlighting and Compiling QCs with ConTEXT|ConTEXT]] |
Revision as of 01:33, 9 June 2009
Les modèles ont besoins d'être compilées pour être utilisé dans Source. Trois éléments interviennent afin d'obtenir un modèle compilé :
- Plusieurs fichiers SMD decrivant le modèles. Voir Exporté un modèles pour plus d'informations.
- Un fichier texte QC qui définie comment sera interprété les fichiers SMD lors de la compilation.
- Studiomdl, le programme fournie avec le SDK pour compilé vos modèles.
Mise en place
La seul étape que vous devez faire avant de compilé est de choisir le dossier VPROJECT actuel. Les modèles seront compiler dans le dossier du jeux choisie. Vous pouvez le configurez ainsi :
- Globalement, en selectionnant votre jeux\mod dans la liste de démarage du SDK.

- Pour Studiomdl seulement, en démarrant avec
-game "<chemin complet vers le dossier de votre gameinfo.txt>"

-game
.Syntaxe intelligente
Edité un fichier devient beaucoup plus facile avec un éditeur de texte avancé avec support de la syntaxe. Il y à deux éditeur avec support de la syntaxe pour les fichiers QC :
Creating a QC
A QC file is simply a text file with the extension .qc
. You can create it anywhere and name it anything, but it's best to be organised and store it with your SMDs in a folder with the same name as the destination model file.
Inside it should be a list of commands that tell studiomdl about the location of the model's various SMDs, where the compiled files should be written to (relative to VPROJECT), how to process animations, and potentially much, much more. You will find all known commands listed at Category:QC Commands.
Example
File locations
The default location for SMDs is the same folder as the QC file. You can access other locations:
Here is a very simple QC file for a solid model without any animation or special properties (click on each command for details):
$modelname "props_sdk\myfirstmodel.mdl" $body mybody "myfirstmodel-ref.smd" $staticprop $surfaceprop combine_metal $cdmaterials "models\props_sdk" $sequence idle "myfirstmodel-idle.smd" loop fps 15 $collisionmodel "myfirstmodel-phys.smd" { $concave }
You will be able to use this as a template to compile your own model, so swap in your own SMDs and see what happens.

$sequence
, even if they aren't actually animated.Tutorials
- For physically-simulated objects, see
prop_data
- For characters or player models, see Compiling a character model
- For viewmodels, see Compiling a viewmodel
- For vehicles, see Compiling a vehicle model
- For general help with compiling models, see Category:QC Commands
Compiling
With your text editor
The easiest way to compile a model is with the built-in launch features of advanced text editors.
With a batch file
If you can't (or don't want to) use an advanced text editor, you will be compiling QCs by dragging them onto studiomdl in Windows. You can find the executable file in sourcesdk/bin/[orangebox|ep1]/bin/
.
The process will be easier if you create a .cmd file somewhere more accessible to automate it. This is simply a renamed .txt file containing something like this:
"%sourcesdk%/bin/orangebox/bin/studiomdl" "%1" pause
Drop your QC file onto the CMD as you would studiomdl itself; it's essentially a shortcut to the executable.
Common errors
Error opening <model>! (Check for write enable)
- Studiomdl won't create folders that don't exist; you must manually create a path to your .mdl before compiling.
Costly collision model
Duplicate weightlist pelvisonly
Short conversion out of range
WARNING: (4768124) : ERROR: 'EXCEPTION ACCESS VIOLATION' (assert: 1)
- If you receive
EXCEPTION_ACCESS_VIOLATION
without an error code, try compiling with HLMV running.
- If you receive
SDK samples
The SDK has numerous sample models, including several fully-articulated characters and players. They can be found at sourcesdk_content\<game>\modelsrc\
.
cstrike
- "Urban CT" player model
- Several static props
generic
- A tweaked ValveBiped rig (no meshes)
hl2
- Airboat and Buggy
- Antlion Guard
- Male citizen (only has a few animations)
- Some CS stuff that is probably a duplicate of
\cstrike
's content - Viewmodels for all HL2 weapons
hl2mp
- All with multiplayer animations only:
- Combine soldier
- Metrocop
- Male rebel
See also
- QC
- Category:QC Commands
- studiomdl
- Studiocompiler, a graphical interface for studiomdl
- GUIStudioMDL, another graphical interface
- Highlighting and Compiling QCs with ConTEXT
- Notepad++ VDF languages