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35
How do I export a model for goldsource?
Originally posted by TheManOfButtons:
Originally posted by Pte Jack:
The way I would write this qc would be probably like this
$modelname "hlmodels\knightblue.mdl" $cd "*.*" $cdtexture "hlmodels\knightblue" $cliptotextures $scale 1.0 $body "studio" "knightblue" $flags 0 $externaltextures $texturegroup "skinfamilies" { { "knightblue.bmp" } } $cbox 0 0 0 0 0 0 $bbox 0 0 0 0 0 0 // $hbox 0 "Player_Mesh" -9.86 -51.439999 -9.07 19.24 17.459999 6.2 $sequence "idle" "hlmodels\anims\idle.smd" fps 30

Now you probably noticed that I commented out the hitboxes. The reason for this is that after the compile, if it works, I would load the model into the HLMV and check the hitbox coordinates and adjust them accordingly. Once I have a proper hitbox, I would use the Create QC button in the HLMV to copy the coords to the clip board and paste the correct coords into the qc, remove the comment indicators and recompile the model.

I hope it works.

Life/valve/models/mymodels/DIM/knightblue/knightblue.qc/b

and it wouldn't let me change the output which was

/bD:\Program Files EXT\Steam\steamapps\common\Half-Life\valve\models/b

it spat out a .mdl of knightblue in the models folder, when I tried to open it, it said "Error post- loading model."

this is what the compilation on crowbar looked like

/bCompiling with Crowbar 0.56: "D:\Program Files EXT\Steam\steamapps\common\Half-Life\valve\models\mymodels\DIM\knightblue\knightblue.qc" ...

Compiling ".\knightblue.qc" ...
Output from compiler "D:\Program Files EXT\Steam\steamapps\common\Half-Life SDK\Model Tools\studiomdl.exe":
entering knightblue.qc

************ ERROR ************
bad command $cliptextures

Crowbar: Moved compiled model file "d:\art\hlmodels\knightblue.mdl" to "D:\Program Files EXT\Steam\steamapps\common\Half-Life\valve\models"
... Compiling ".\knightblue.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.56: "D:\Program Files EXT\Steam\steamapps\common\Half-Life\valve\models\mymodels\DIM\knightblue\knightblue.qc" finished./b


And this is what happens in GUI


/b[Performing Sanity Check]
QC file loaded...PASS
Can read QC...FAIL!/b


So idk. I'm thinking it could having something to do with the input and output directories, what do you guys think?

I also use the JACK editor to make my hl1 maps if that's important.
Originally posted by Pte Jack:
Most of my guides and tutorials are on creating content for SFM. In SFM, we don't have to worry about collision models and the other stuff associated with game physics, SFM doesn't have physics excepth in game mode and then models are restricted to the flavour of SFM being used (ie TF2 Content only for SFM, Portal content only for IFM) when recording in Game Mode.

GoldSrc is an extremely old engine, not many of us work with it anymore, so finding information after Valve coverted Halflife to the source variant is pretty hard. lol

In fact, I don't even remember how to load custom content for it into game anymore. But, I know it is possible, I use to run servers for TFC once upon a time with custom content.

I thought there was a HEV prop in game, (like where Gordon see the suit before he got into it), I'm trying to find that model now to decompile it. That way I'll have a qc for that prop and might be able to decypher that to help.

BTW, To get this out of working like this, I sent you a FR. We can chat about this and in RealTime Chat that way as we work a\our way through this (if you want).

Thank you for the friend request, but the new steam chat system sucks for my laptop. But we could probably set up private discussions and talk about our productivity there. And I am aware how old Goldsource is, a classmate at robotics mentioned that recently it's been the 20th anniversary for Goldsource and shown me this video on one of the labs computers...

https://www.youtube.com/watch?v=OY2_53oydbM

...And there was a part in the game were you obtain the H.E.V. suit. In the beginning of the game,
you start off on a train, fast forward a bit then you need to get into the test chamber with the giant xen crystal sample laser thingy in it. But a Barney clone won't let you proceed into the chamber without your suit. So in the game you needed to get to the place with the locker rooms to obtain your H.E.V. to proceed. And the name of the suits model is w_suit (not to be confused with w_suitt with 2 Ts).
Originally posted by Zappy:
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.




So should it look something like this for example?


$ModelName (directory to "Filename.mdl")


$CD (directory to "Filename.smd"/"Filename.qc"/".")


$CDTexture and $ClipToTextures (bmp texture which is most likely not important I hope)


$Scale 1.0


$Body ("InternalName" "Filename.smd")


$CBox/$BBox (collision stuff)


$Sequence (directory to the file located in you animations/anims folder)





(all this computer babble is making my head spin)
Showing 1-10 of 21 entries