{SOLVED} Importing new models

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Axon9000
36 Posts
Posted Feb 21, 2014
I have a model in blender, and I was wondering how would I go about importing it into a source game; I have tried other methods of doing this, but they were old and didn't work at all... I'm looking for a way to Import models that isn't 5 years old and actually works, any help would be much appreciated.
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Lpfreaky90
2,842 Posts
Posted Feb 21, 2014
Replied 2 hours later
There is a plugin for blender that allows you to export to smd.

After you have the smd you will have to write a qc file.
I use notepad++ for this, but really anything will do.

Then you can compile the qc file to the required files for the engine.
For this I use GUIStudioMDL.

This is the help I can give at the moment, I'll see if i can find time in the not-so-distant future to elaborate a bit more, using a video or something

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Axon9000
36 Posts
Posted Feb 24, 2014
Replied 3 days later
Alright, thanks man, I'll try this out and see if it works.
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Axon9000
36 Posts
Posted Feb 24, 2014
Replied 3 hours later
Right... well I managed to get it into a SMD file, and made a qc file, then I put it into guistudio and this happened...

Building binary model files...
Working on "SMD.qc"
ERROR: c:\users\????\desktop\SMD.qc(6): - could not load file 'moddel.smd'
ERROR: Aborted Processing on 'moddel\moddel.mdl'

I have no idea what i'm doing wrong

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FelixGriffin
2,680 Posts
Posted Feb 24, 2014
Replied 33 minutes later
Look at the top of your QC. Is there a directory line there?
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Axon9000
36 Posts
Posted Feb 24, 2014
Replied 15 minutes later

Yes and no its kinda but not fully uh erm let me show you

$modelname "Steave\Steave.mdl"
$scale 1.00
$staticprop
$cdmaterials "models\Steave"

$body "Body" "Steave.smd"

$sequence seq-name "Steave.smd" loop fps 30 ACT_IDLE 1

$surfaceprop "metal"

$collisionmodel "Steave.smd" {
$concave
$mass 100.000
}
===================================================

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FelixGriffin
2,680 Posts
Posted Feb 24, 2014
Replied 9 minutes later
I assume your SMD is in the same directory as your QC?

If you could post your full QC and error log without name mangling (id est without changing the names of files and animations and such), that would help.

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Axon9000
36 Posts
Posted Feb 24, 2014
Replied 24 minutes later
Actually my smd is in a different directory that my qc, I fixed that, now my model is in game but its missing its texture and no longer has its bones from blender, as well as its body parts being in the wrong position...
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Axon9000
36 Posts
Posted Feb 28, 2014
Replied 3 days later
Anyone?
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Skotty
671 Posts
Posted Feb 28, 2014
Replied 1 hour later
Did you exported it correctly?
About the texture, make sure your VMT is correct and has the name of the texture you applied to the model.
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Axon9000
36 Posts
Posted Feb 28, 2014
Replied 49 minutes later

Skotty wrote:
Did you exported it correctly?

I'm not sure this is my first time using the export, and I really have no idea what i'm doing.

Also do I have to export it in a specific way in order to make it a ragdoll??

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Skotty
671 Posts
Posted Mar 01, 2014
Replied 10 hours later
Either try to find some answer with Google or wait until someone answeres here who uses Blender for models (which could take a long time).
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CamBen
973 Posts
Posted Mar 01, 2014
Replied 13 hours later
Honestly blender isn't that great of a tool except that it's free. Milkshape3d is far superior.
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Skotty
671 Posts
Posted Mar 02, 2014
Replied 10 hours later

CamBen wrote:
Milkshape3d is far superior.

In my mind, Milkshape is horrible. But whatever it is, it doesn't help him!

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HMW
806 Posts
Posted Mar 02, 2014
Replied 38 minutes later

Axon9000 wrote:
```
$modelname "Steave\Steave.mdl"
$scale 1.00
$staticprop
$cdmaterials "models\Steave"

$body "Body" "Steave.smd"

$sequence seq-name "Steave.smd" loop fps 30 ACT_IDLE 1

$surfaceprop "metal"

$collisionmodel "Steave.smd" {
   $concave
   $mass 100.000
}

```

To create a ragdoll, remove "$staticprop" and use "$collisionjoints" instead of "$collisionmodel".
You probably also need to create a separate mesh for the collision model. (That page also has some information on ragdolls.)

I don't have any experience with ragdolls in particular, but I do use Blender for making simple static and animated props. If you suspect there's a problem with your Blender model or the way it's exported, send me the .blend file and I'll have a look.
(Just reply here with an attachment, or PM it.)

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Axon9000
36 Posts
Posted Mar 04, 2014
Replied 2 days later
Nah I don't think its how the blend exported, I think its just my qc file; also the rag-doll thing worked, but I still cant load the textures, and the model is very small even though I increased the mass from 100.00 to 500.00
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Lpfreaky90
2,842 Posts
Posted Mar 04, 2014
Replied 3 hours later
the mass doesnt change the size of the model;
$scale does
so if you want to make it 5 times bigger; use $scale 5;
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Skotty
671 Posts
Posted Mar 05, 2014
Replied 13 hours later
Little hint here: Put $scale before $body or otherwise the model won't be scaled.
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Axon9000
36 Posts
Posted Mar 05, 2014
Replied 7 hours later

Lpfreaky90 wrote:
the mass doesnt change the size of the model;
$scale does

Oh Lol I'm stupid...

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Axon9000
36 Posts
Posted Mar 05, 2014
Replied 8 minutes later
Also what is the average scale of a NPC?