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Showing 101-110 of 589 entries
21
Can't Compile QC because of "bad command" flexgroup
35
How do I export a model for goldsource?
Originally posted by TheManOfButtons:
- $modelname "D:\art\hlmodels\knightblue.mdl" -
$ModelName is, again, relative to the root "models" folder.

For example, if you have $ModelName set to "player/scout.mdl" and compile the model for Source Filmmaker, it will, by default on a 64-bit operating system, be at C:\Program Files (x86)\
\Steam\steamapps\common\SourceFilmmaker\game\[folder]\models\player\scout.[extension]


(Yes, Source Filmmaker is a Source thing while you're working on a GoldSrc thing... but still, $ModelName is a relative thing in Source, and I don't think that that's different for GoldSrc.)

So that $ModelName is not a valid $ModelName, as the only time that a ":" can be in a Windows file-path is directly after the drive letter at the start, while if you start $ModelName with "D:", that "D:" is not a drive, but is instead still relative to some other folder, causing that ":" to make the file-path not Windows-compatible.

Originally posted by TheManOfButtons:
- $cliptextures -
This is $ClipTextures, but it should be $ClipToTextures (or $cliptotextures) instead.

Originally posted by TheManOfButtons:
- $bodygroup "studio"
{
studio "knightblue"
} -
Again, this would (subjectively) be better written as...
$Body "studio" "knightblue.smd"
...as that's functionally equivalent while only a single line (thusly filling a lot less in the QC file).

(For GoldSrc, you may have to use $body if $Body doesn't work. I'm not sure, though.)

Originally posted by TheManOfButtons:
- $externaltextures -
The page that Pte Jack linked to in comment #24 of this thread explains that that's supposed to be used for optimization... but that said optimization doesn't do much benefit anymore, and that that command should preferably be avoided nowadays.

Originally posted by TheManOfButtons:
- $texturegroup "skinfamilies"
{
{ "knightblue.bmp" }
} -
There's no reason to use $TextureGroup if you don't add a second skin to the model. (Additionally, the page that Pte Jack linked to in comment #24 of this thread says that, in place of where you currently have "skinfamilies", the SMD mesh's file-name should be used instead. I'm not sure if that's correct or not, but it's worth mentioning.)
Originally posted by TheManOfButtons:
- // Created by Crowbar 0.51.0.0 -
You don't have the latest version of Crowbar. The latest version is 0.56, not 0.51. You might want to get the latest version from the description of the Steam group that Pte Jack linked to in comment #8 of this thread. (Not that it really matters that much, but it's usually a good idea to use up-to-date versions of stuff.)

Originally posted by TheManOfButtons:
- Is there a guide out there witch explains what these commands do? -
Perhaps. See the Category:QC Commands page of the VALVe Developer Community wiki for links to most QC commands. Of course, some of them only work with Source, not GoldSrc, but still.

Anyway, of the things in that QC file:
$ModelName is the file-path and -name of the compiled model, relative to the "root" of the models folder. (I'm not quite sure how this works for GoldSrc, but it works that way for Source.)
$CD is for the directory of which to load SMD and other such files from when compiling the model. For Source, this defaults to where the QC file is. For GoldSrc, I don't know if it has a default, but if you just leave it set to ".", it'll be the folder that the QC file is in, too.
$CDTexture and $ClipToTextures seem to be related to turning BMP files into GoldSrc textures when compiling a model. These functions are not available for Source, though, and I've never made anything for GoldSrc, so I have no idea how this works.
$Scale changes the size of imported SMD files and such (but not VTA files; not for Source, at least). For Source, this defaults to 1.0 (which means 100% size). I don't know if it has a default for GoldSrc, so just leave it set to 1.0 in the QC file. It should be set before loading any SMD files or such (unless you're okay with the default, if there is a default).
$BodyGroup allows you to swap out any listed option with any other listed option in the same group. For example, Team Fortress 2's Engineer uses this for his right forearm, with his main body not having the right forearm, and with a bodygroup for just the right forearm, with the first(/default) option being his normal right forearm and orange/yellow glove, the second option being his Gunslinger weapon (mechanical hand), and the third option being invisible (used for arm-covering other things, like certain cosmetics and the Short Circuit weapon). I personally highly recommend using $Body instead of $BodyGroup if you don't want changeable options, as...
$BodyGroup "InternalName" { Studio "Filename.smd" }
...is functionally equivalent to...
$Body "InternalName" "Filename.smd"
...while the latter is (subjectively) much clearer and easier to read, only filling a single line instead of 4 lines.
$Flags is presumably for setting some flags on the model. For example, in Source, whether a texture repeats or "stretches" if UV mapping goes outside the texture is determined by "flags" that are set in the texture. (As far as I'm aware,) $Flags is not a command in Source, however, so I don't know what impact it has on a model. I don't even know if $Flags is for the model itself or for its textures.
$CBox and $BBox have something to do with collisions. (Not ragdoll physics collisions.)
$Sequence is for adding a sequence to a model. In Source, a model must have at least 1 sequence to be compileable, so I think that the same probably holds true for GoldSrc. One can often use one of the mesh SMD files for $Sequence in Source, so I also think that that's the same for GoldSrc. (A sequence is an animation... although in Source, $Animation is for advaned sequence stuff, so calling a sequence an "animation" may be confusing, even if it's correct.) A sequence (and an animation) doesn't have to be animated. It can be static if you don't want the model to do anything special.

Edit: $HBox is for hit-boxes (which are the things that "hitscan" weapons and such can hit). I forgot to mention that when writing this comment at first.
2
View target position
13
Export Error: Flex controller limit
5
Blender Cycles - Automatically apply textures
Showing 101-110 of 589 entries