Can someone maybe compile this model?

Avatar
CamBen
973 Posts
Posted Dec 17, 2013
Long story short, studiocompiler is completely broken for me. I've successfully decompiled models, but using that same qc doesn't work to recompile it. So, my request is if anyone can compile the attached files for me.

also if you can get the extra rocket turret skins working that would be helpful but not required if you want to try and take this on.

If you are curious...
I'm attempting to recreate this as an instance.
img

If you are willing, your contribution will be credited in the map or instance, when I release it.

Attachments
rocket_core.zip
0.15 MB 39 downloads
Advertisement
Registered users don’t see ads! Register now!
Avatar
Skotty
671 Posts
Posted Dec 18, 2013
Replied 7 hours later

I'll do that. Will be attached as soon as it's done.

Edit:
Oh, you should include "rocket_sentry_reference.smd". I don't need the .tga file :razz:

.qc file:

$modelname "Rocket_core.mdl"

$scale 1

$model "Body" "rocket_sentry_reference.smd"

$cdmaterials "models\props_bts"

$texturegroup skinfamilies
{
   { "Rocket_Sentry.vmt" }
   { "rocket_sentry_b.vmt" }
   { "rocket_sentry_c.vmt" }
   { "Rocket_Sentry_inactive.vmt" }
}

$sequence "Idle" "idle.smd" fps 30 ACT_IDLE 1 loop 

$sequence "Fire" "fire.smd" fps 30 ACT_FIRE 1 

$surfaceprop "metal"

$collisionmodel "phymodel.smd"
{
   $concave
   $mass 100
}
Avatar
FelixGriffin
2,680 Posts
Posted Dec 18, 2013
Replied 47 minutes later
Be careful--I decompiled and recompiled the rocket turret a while back, but the new model was useless because the aiming animations didn't work quite right.
Avatar
Skotty
671 Posts
Posted Dec 18, 2013
Replied 49 minutes later
Why do you even recompile it, if you want to keep original animations? Just use the original!
Avatar
CamBen
973 Posts
Posted Dec 18, 2013
Replied 38 minutes later
All I want to do with this Model is use it for a custom turret, the aiming will be handled by a func_tank.
Thanks Skotty, for helping me out :thumbup:
Avatar
FelixGriffin
2,680 Posts
Posted Dec 18, 2013
Replied 1 hour later

Skotty wrote:
Why do you even recompile it, if you want to keep original animations? Just use the original!

I wanted to change some of the pose parameters for the aiming, to make it work with a func_tank. It failed, so on a hunch I recompiled from the original and it had the same problem.

Avatar
Skotty
671 Posts
Posted Dec 18, 2013
Replied 2 hours later
That's normal. The decompiler screws up those parameters, you have to fix them by hand in the .qc.
Avatar
FelixGriffin
2,680 Posts
Posted Dec 18, 2013
Replied 1 hour later
Ah, that's a known bug? Good to know.

What would some reasonable values be?

Avatar
Skotty
671 Posts
Posted Dec 18, 2013
Replied 2 hours later
You have to take a look on the original and some SDK models from Source SDK. It's not that easy. More info can be found on Valve Wiki.
Avatar
CamBen
973 Posts
Posted Dec 18, 2013
Replied 3 hours later
Here is my version of the walking turret, still with the placeholder rocket turret model.
http://www.youtube.com/watch?v=i9KmWCDukUs&feature=youtu.be

Also, regardless of the QC file I put in, all the compile button on studiomdl ever does is just duplicate the window. I've tried both compiling programs, and through notepad++ and Milkshape, but it doesn't seem to work.

Avatar
FelixGriffin
2,680 Posts
Posted Dec 18, 2013
Replied 1 hour later

Looks nice!

To compile a model for Portal 2 you need to use the studiomdl in portal 2/bin. I made this batch file (adjust paths as necessary) to speed it up, just drop your QC on it.

@echo off
"C:\Program Files (x86)\Steam\steamapps\common\portal 2\bin\studiomdl.exe" -nowarnings -game  "C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2" %1
pause

Avatar
CamBen
973 Posts
Posted Dec 18, 2013
Replied 44 minutes later
Okay, ill try that once I get a chance.
Avatar
CamBen
973 Posts
Posted Dec 18, 2013
Replied 12 minutes later
Awesome, using the batch file it worked :biggrin: thank you, both of you guys.
Avatar
Gemarakup
1,183 Posts
Posted Dec 18, 2013
Replied 1 hour later
Don't you think the part of the model that needs to be in the floor is strange?
Avatar
CamBen
973 Posts
Posted Dec 19, 2013
Replied 1 hour later
Yea, I think it was probably designed to be used as a reference of how far the turret went into the ground when inactive.
Avatar
Skotty
671 Posts
Posted Dec 19, 2013
Replied 8 hours later

CamBen wrote:
Awesome, using the batch file it worked :biggrin: thank you, both of you guys.

That's why I just made some small, stupid GUI for this.

http://erikszeug.de/files/Programming/StudioMDL-GUI.exe
Probably it helps in the future.

Advertisement
Registered users don’t see ads! Register now!
Avatar
CamBen
973 Posts
Posted Dec 19, 2013
Replied 5 hours later
Yea I tried that, apparently I was using the wrong studiomdl exe :lol: it works fine now and the model works in the game.