Talk:$model (QC): Difference between revisions

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3. Or something else entirely ? --[[User:Beeswax|Beeswax]] 17:56, 2 May 2008 (PDT)
3. Or something else entirely ? --[[User:Beeswax|Beeswax]] 17:56, 2 May 2008 (PDT)
:It's a limitation/bugs of mdldecompiler. They're meant to be $bodygroups and the "unknownmodelname" SMDs show up for every NPC/player model I've tried. --[[user:TomEdwards|TomEdwards]] 05:09, 3 May 2008 (PDT)

Revision as of 05:09, 3 May 2008

multiple $models

Using MdlDecompiler to look at a DOD player model QC, I found this:

$modelname "player\german_support.mdl"
$model "body" "german_support_reference.smd"
$model "helmet" "german_helmet_reference.smd"
$model "helmet" "UnknownModelName.smd"
// ...
$attachment "2" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -0.00 0.00 0.00

Looking through the SMDs, the "german_helmet_reference.smd" mesh is enveloped to the "ValveBiped.Bip01_Head1" bone and "UnknownModelName.smd" contains no triangles whatsoever. So, is this :

1. MdlDecompiler not translating the binaries into a valid QC (I haven't tested it) ?

2. An alternative to $bodygroup for combining meshes; enveloping a second mesh to the main skeleton as opposed to using the head $attachment and a sub-model ?

3. Or something else entirely ? --Beeswax 17:56, 2 May 2008 (PDT)

It's a limitation/bugs of mdldecompiler. They're meant to be $bodygroups and the "unknownmodelname" SMDs show up for every NPC/player model I've tried. --TomEdwards 05:09, 3 May 2008 (PDT)