Making A Qc File

TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
<div class="IPBDescription">for my p model</div> Ok, I took the w_mdel I had and and use dit and a biped to create a p_model. I exported it as a skeletal and ref smd. (idle and lmg_ref). Now I need to compile, which I assume I need a QC file for. Soooooo... how do I make one for this? Are there any guides anywhere? I really wanna compile this so that I can play with it.
Thanks.

Just making sure- to compile the p_model I need the ref model, skeletal, skins, and qc file, right?
Thanks once again.

Comments

  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    If you are actually replacing some model, then you must use it's qc file.
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    For whatever weapon that you're replacing (Example: HMG), take the p_hmg MDL and decompile everything from it. Then match up your model with the HMG pmodel reference, and assign it to the same bone as the HMG vertices. Then delete the HMG mesh.

    There you have it. =D
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Yeah, that's not exactly what he asked, but yes, and then compile it with the decompiled qc file.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    <!--QuoteBegin--$niper Chance+Jul 20 2003, 10:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ($niper Chance @ Jul 20 2003, 10:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For whatever weapon that you're replacing (Example: HMG), take the p_hmg MDL and decompile everything from it. Then match up your model with the HMG pmodel reference, and assign it to the same bone as the HMG vertices. Then delete the HMG mesh.

    There you have it. =D <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually... I think that is where my problem lies. How do I know which bone the vertices is assigned to?
    lol, im such a nub
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    Open up the pmodel, go to the Bones section, and select each bone and click "Select Assigned...". You'll know which bone the weapon mesh is assigned to when the vertices turn red.

    Usually it will have a name like "Line02" or "gun".
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    Are you talking 3dsmax...cause I am. If so, wher eis th ebones section. Ive seen it before but I cant find it again :/
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    I forgot to ask:
    Is there anyway to change how the left hand is poistioned? I mean.... it really looks ugly not holding anything with thig gun.....
    Thanks.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    so does anyone know where the bone option is in 3dsmax5?
    Thanks.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    animation - ik solvers
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    ok, but after that, which one of th eoptions do I use?
    Thanks.
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