Compile My Model Please
epico
Join Date: 2004-10-02 Member: 32055Members
<div class="IPBDescription">I'm getting errors and don't know what</div> Hi, I haven't modelled EVER, so this is my first one. It's a skulk replacing the fade's acidrocket. I've tried generating a .qc and had trouble with "/reference does not exist". I've used the skulk's "alien_level1_reference.smd" and started to edit it, so I'm guessing it's asking for that. I've also tried to export it to .smd but gave me an error about adding vertices to a bone. I'm confused, the acidrocket has a bone?
Well here's the .ms3d+.bmp zipped.
Thank you sooooo much.
<a href='http://www.engramstudio.com/epic/acidrocket.zip' target='_blank'>[acidrocket]</a>
Well here's the .ms3d+.bmp zipped.
Thank you sooooo much.
<a href='http://www.engramstudio.com/epic/acidrocket.zip' target='_blank'>[acidrocket]</a>
Comments
So towards that end, I'm going to tell you how to compile your model.
First off, the way that half-life animation works is that every vertex is assigned to a bone, and when animating, you move the bones, which by extension move the vertices into the different frames of your animation. Every model must have at least one animation, even if the "animation" is only one frame, and doesn't do anything. That's why it won't export to .smd for you: you need to assign the vertices to bones. You only need one bone, since you don't plan on having the model do anything, and you can assign every vertex to that. Luckily, you already have a bone in your model. It's called "Line01", and you can see it under the "Joints" tab in Milkshape. You can see it in the model view as a blue dot, if you have "Show Skeleton" checked under the "Joints" tab.
Assigning vertices to bones is simple. On the "Model" tab, click "Select" and then "Vertex". Then click on the "Joints" tab, and make sure the correct bone (in this case, it's "Line01") is highlighted. Then select all the vertices you want to be assigned to the highlighted bone (in this case it's all of them), and click on "Assign".
Now you can export as .smd.
Generating a .qc file isn't worth the effort for a simple model like this. You'll be much better off using the existing .qc from the original acid rocket model. You'll only have to make one change to it - change the line starting with "$hbox" so that it says "Line01" instead of "Sphere01".
After doing that, compile the model either through milkshape or a standalone compiler, and it should be a direct drop-in replacement for the standard acid rocket.
Hope that helps. BTW, I like the model, and the idea behind it.
again, thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->