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Bathroom SEcurity

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Halp!
« on: February 07, 2009, 09:36:52 pm »

I'm replacing the RCP90 model with something else.

Everything compiles fine (I did get a p4lib.dll error, but it still pulled through), and it even shows up on HLMV.

However, once I replace the original files and run GE:S, the model doesn't show up.

Is there something I messed up on, or something I should be aware about o:
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Enzo.Matrix

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Re: Halp!
« Reply #1 on: February 07, 2009, 09:48:23 pm »

lol, trying to MOD the MOD with it only being out for 14hours :p

I don't know the details on that stuff, im sure someone will help.
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Re: Halp!
« Reply #2 on: February 07, 2009, 10:03:32 pm »

I heard this from in-game, he announced it on the mic

"im going to make my own rcp-90 show" :P I guess i dont get it, but we welcome people to do fun things they like.
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Re: Halp!
« Reply #3 on: February 07, 2009, 10:24:48 pm »

Do we really need a reskin of the RCP90? Well if you are going to make one, then make sure you post it here mate! BTW, are you going to make it look more like the real weapon it is based in, the FN-P90?
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Re: Halp!
« Reply #4 on: February 07, 2009, 10:56:41 pm »

Are you sure you replaced everything in "Program Files\Steam\steamapps\SourceMods\gesource\models\weapons\rcp90"

Then make sure you replaced the correct skins in "Program Files\Steam\steamapps\SourceMods\gesource\materials\models\weapons\v_models\v_rcp90"
AND
"Program Files\Steam\steamapps\SourceMods\gesource\materials\models\weapons\w_models\w_rcp90"

All file names need to be the same when you replace the files.  w_rcp90 and v_rcp90.
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Re: Halp!
« Reply #5 on: February 08, 2009, 12:43:55 am »

if you make a better looking skin that the one i did, were gonna have to put you on the team haha. i personally am still not to happy with the way some parts of the RCP90 look so im interested to see what your take on it is going to be like.
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Bathroom SEcurity

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Re: Halp!
« Reply #6 on: February 08, 2009, 07:53:42 am »

Man, I dunno what to do.

Here's the GuiStudioMdl log for the compile:

Quote
Loaded QC file - "F:\decompile2\GS P90\rem\mdldecompiler-old.qc"

Created command line: "F:\Program Files\Steam\steamapps\[No peeky at my email]\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "f:\program files\steam\steamapps\[No peeky at my email]\team fortress 2\tf" -nox360 "F:\decompile2\GS P90\rem\mdldecompiler-old.qc"

WARNING: AppFramework : Unable to load module p4lib.dll!
qdir:    "f:\decompile2\gs p90\rem\"
gamedir: "f:\program files\steam\steamapps\[No peeky at my email]\team fortress 2\tf\"
g_path:  "F:\decompile2\GS P90\rem\mdldecompiler-old.qc"
Building binary model files...
Working on "mdldecompiler-old.qc"
SMD MODEL .\/P90.smd
---------------------
writing f:\program files\steam\steamapps\[No peeky at my email]\team fortress 2\tf\models/weapons/kf7/v_rcp90.mdl:
bones         5840 bytes (22)
animations       0 bytes (0 anims) (0 frames) [0:00]
sequences        0 bytes (0 seq)
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures       536 bytes
keyvalues        0 bytes
bone transforms     3056 bytes
collision        0 bytes
total        10908
---------------------
writing f:\program files\steam\steamapps\[No peeky at my email]\team fortress 2\tf\models/weapons/kf7/v_rcp90.vvd:
vertices    369696 bytes (7702 vertices)
tangents    123232 bytes (7702 vertices)
total       492992 bytes
---------------------
Generating optimized mesh "f:\program files\steam\steamapps\[No peeky at my email]\team fortress 2\tf\models/weapons/kf7/v_rcp90.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            72 bytes
strip groups:     200 bytes
strips:           216 bytes
verts:          69318 bytes
indices:        52470 bytes
bone changes:       8 bytes
everything:    122348 bytes
---------------------
Generating optimized mesh "f:\program files\steam\steamapps\[No peeky at my email]\team fortress 2\tf\models/weapons/kf7/v_rcp90.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            72 bytes
strip groups:     200 bytes
strips:           216 bytes
verts:          69318 bytes
indices:        52470 bytes
bone changes:     200 bytes
everything:    122540 bytes
---------------------
Generating optimized mesh "f:\program files\steam\steamapps\[No peeky at my email]\team fortress 2\tf\models/weapons/kf7/v_rcp90.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            72 bytes
strip groups:     200 bytes
strips:           216 bytes
verts:          69318 bytes
indices:        52470 bytes
bone changes:     200 bytes
everything:    122540 bytes

Completed "mdldecompiler-old.qc"

Here's my QC file:

Quote
$cd ".\"
$modelname "weapons/kf7/v_rcp90.mdl"
$model "v_p90" "P90.smd"
$includemodel "weapons\v_models\v_p90.mdl"
$cdmaterials "models\weapons\v_models\sfk.p90\"
$cdmaterials "models\weapons\v_models\v_hands\"
$attachment "muzzle" "p90_muzzle" -0.00 0.00 -0.00 rotate -0.00 -0.00 -0.00
$attachment "1" "p90_base1" 3.90 -5.40 -0.00 rotate 0.00 -130.00 0.00
$surfaceprop "default"

And it shows up on HLMV:



And this is what it looks like in GE:S



I'm gonna give up on this for now :b
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Ryan [Saiz]

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Re: Halp!
« Reply #7 on: February 08, 2009, 08:12:53 am »

that is because you decompiled someone elses model. All the animations are flipped 90 degrees. So on the animations at rotate -90
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Bathroom SEcurity

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Re: Halp!
« Reply #8 on: February 08, 2009, 09:27:39 am »

I see what you're getting at, but it's a little more complex.  Yes, I decompiled the model, but if you look at the QC, there are no lines for the animations.  That's because of the $includemodel line, which tells the compiler to use the animations in the original, non-decompiled models.

Why use $includemodel?  Decompiling Orange Box models messes up the animations.
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Ryan [Saiz]

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Re: Halp!
« Reply #9 on: February 08, 2009, 09:32:34 am »

No matter what when you decompile a model it rotates everything. And since you are referencing a model that we aren't using that could cause more problems. And why are you replacing the kf7 with it but naming it v_rcp90 if you compile it to that directory you can not move it to another directory.
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Quote from: Loafie, Hero of Dreams
He's kind of like a tornado. He's not around all the time, but when he is, shit gets moved hahaha

PPK

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Re: Halp!
« Reply #10 on: February 08, 2009, 10:19:34 am »

Now I see, you are trying to make it resemble the FN-P90 in terms of colors and shape, with the laser sight and all that. It looks good by the way, although it deviates a bit from the original, which had those funky colors. Seriously, who colors a gun white, wood brown and black?
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Bathroom SEcurity

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Re: Halp!
« Reply #11 on: February 08, 2009, 10:56:27 am »

Boys, I think we're in business.  Turns out I was stupid enough to not add the gameinfo.txt for GE:S






if you make a better looking skin that the one i did, were gonna have to put you on the team haha. i personally am still not to happy with the way some parts of the RCP90 look so im interested to see what your take on it is going to be like.

I don't skin.  I just do the job of putting models/textures in-game.
« Last Edit: February 08, 2009, 11:24:12 am by Bathroom SEcurity »
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Konrad Beerbaum

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Re: Halp!
« Reply #12 on: February 08, 2009, 07:05:23 pm »

Looks cool. 
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Re: Halp!
« Reply #13 on: February 08, 2009, 07:17:30 pm »

And we have liftoff.

Where did you host the file for the weapon? If you already hosted it, because I want to get my hands on that beauty. Good job mate.

BTW, I think I've seen that skin somewhere (don't mean to judge you; I noticed that you said that you don't skin, you just make the skins appear in the game, and that's what we need!); guess it was on FPSBanana, while I was searching for replacement weapons for HL2 and CS:S, just for fun.
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Re: Halp!
« Reply #14 on: February 08, 2009, 07:50:36 pm »

y would you want to replace the RCP 90 with a model of the FN P90? the goldeneye feeling gets lost imo if you replace the rcp90 with a realistic p90 skin
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