Recompiling error

scout's arms hate me.

By R-r-ragdoll! 9 months ago

Okay, so I'm trying to make a more team colored scout skin.. and i've finished world model, now i'm trying to edit the arms to make them team colored. Having trouble though: 1- I decompiled the cscoutarms.mdl file, I only got 3 files instead of the usual six... one of them was the QC. 2- I opened the QC and added the material to use. But when I try to recompile I get this.

The bone bipthumbEndR wouldn't be found.

so.. help? D:

11 posts 414 views
  • You must be a member

Replies

  • Devieus's Levels
    • P3: Peasant
      Points: 23,354
    • E2: Guide
      EF: 26
    • C2: Treehouse Member
    • A4: Graduate
      Account Age: 3 years
    Username
    Devieus
    Posted 9 months ago

    From what I can tell it's already team colored, are you making a new mesh or something?

    User Title
    Sentinel of the TV remote
  • R-r-ragdoll!'s Levels
    • P2: Drudge
      Points: 2,515
    • C1: Member
    • A3: Apprentice
      Account Age: 1 year
    Posted 9 months ago

    Posted by Devieus

    From what I can tell it's already team colored, are you making a new mesh or something?

    I don't think it's team colored, there's only scouthands.vmt there's no scouthands_blue.vmt... And honestly I'm still fairly new to this so I have no idea what a "mesh" is D:.

    Test Dummy
  • Devieus's Levels
    • P3: Peasant
      Points: 23,354
    • E2: Guide
      EF: 26
    • C2: Treehouse Member
    • A4: Graduate
      Account Age: 3 years
    Username
    Devieus
    Posted 9 months ago

    The QC file says:

    $texturegroup skinfamilies
    {
        {"models/player/scout/scout_hands.vmt"
     "models/player/scout/scout_red.vmt"
    }
        {"models/player/scout/scout_hands.vmt"
     "models/player/scout/scout_blue.vmt"
    }
     }
    

    The 'scout_red' and 'scout_blue' parts are the sleeves, I bet; 'scout_hands' is probably the fleshy part.

    User Title
    Sentinel of the TV remote
  • R-r-ragdoll!'s Levels
    • P2: Drudge
      Points: 2,515
    • C1: Member
    • A3: Apprentice
      Account Age: 1 year
    Posted 9 months ago

    Posted by Devieus

    The QC file says:

    $texturegroup skinfamilies
    {
      {"models/player/scout/scout_hands.vmt"
     "models/player/scout/scout_red.vmt"
    }
      {"models/player/scout/scout_hands.vmt"
     "models/player/scout/scout_blue.vmt"
    }
     }
    

    The 'scout_red' and 'scout_blue' parts are the sleeves, I bet; 'scout_hands' is probably the fleshy part.

    I guess I didn't explain it well.. I'm trying to color the white bandages around the hand.

    Test Dummy
  • K@rt's Levels
    • P3: Peasant
      Points: 8,480
    • E2: Guide
      EF: 21
    • C3: Moderator
    • A4: Graduate
      Account Age: 3 years
    Posted 9 months ago

    Ive been trying to get this damn model to decompile for about 30 mins and it simply doesnt want to, so I can't check directly. And I'm not very famaliar with tf2 models unfortuneatly.

    Going back to your first post you said you got 2 smd files and the qc when you decompiled the arms and when you tried to recompile you were missing part of the rig for the hands (if not the whole rig) - do you know exactly what the two smds you do have contain? Is there any skeleton at all?

    Just out of curiosity, what version of mdl decompiler are you running and where are you running it from? I can only get it to run out of the ep1 sdk for the moment, it doesnt matter what version they all have vstdlib conflits in OB, 2007 and 2009. If I could get the damn thing decompiled I may be able to help more.

    Messiah
  • Devieus's Levels
    • P3: Peasant
      Points: 23,354
    • E2: Guide
      EF: 26
    • C2: Treehouse Member
    • A4: Graduate
      Account Age: 3 years
    Username
    Devieus
    Posted 9 months ago

    Posted by K@rt

    Going back to your first post you said you got 2 smd files and the qc when you decompiled the arms and when you tried to recompile you were missing part of the rig for the hands (if not the whole rig) - do you know exactly what the two smds you do have contain? Is there any skeleton at all?

    The whole thing is stored in the DMX.

    Back to the problem, I've googled the problem, the coordinates given at the '$hbox' is wrong or something, I only skimmed it.

    User Title
    Sentinel of the TV remote
  • R-r-ragdoll!'s Levels
    • P2: Drudge
      Points: 2,515
    • C1: Member
    • A3: Apprentice
      Account Age: 1 year
    Posted 9 months ago

    Posted by K@rt

    Ive been trying to get this damn model to decompile for about 30 mins and it simply doesnt want to, so I can't check directly. And I'm not very famaliar with tf2 models unfortuneatly.

    Going back to your first post you said you got 2 smd files and the qc when you decompiled the arms and when you tried to recompile you were missing part of the rig for the hands (if not the whole rig) - do you know exactly what the two smds you do have contain? Is there any skeleton at all?

    Just out of curiosity, what version of mdl decompiler are you running and where are you running it from? I can only get it to run out of the ep1 sdk for the moment, it doesnt matter what version they all have vstdlib conflits in OB, 2007 and 2009. If I could get the damn thing decompiled I may be able to help more.

    cscoutarms.smd and cscoutarms.dmx.smd and i'm running it from the same place you are, version 0.5

    Test Dummy
  • Mak3ttaja's Levels
    • P1: Beggar
      Points: 89
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Username
    Mak3ttaja
    Posted 9 months ago

    When it says "cannot find bone (bonename) for bbox. simply it means you havent assigned the part of the mesh/model to the bones.

    User Title
    We are unbelievably sick ppl.
  • R-r-ragdoll!'s Levels
    • P2: Drudge
      Points: 2,515
    • C1: Member
    • A3: Apprentice
      Account Age: 1 year
    Posted 9 months ago

    Posted by TCRI

    When it says "cannot find bone (bonename) for bbox. simply it means you havent assigned the part of the mesh/model to the bones.

    But all I did was decompile and recompile... did the same with the engineer's wrench model, for the hands, didn't have that issue.

    Test Dummy
  • K@rt's Levels
    • P3: Peasant
      Points: 8,480
    • E2: Guide
      EF: 21
    • C3: Moderator
    • A4: Graduate
      Account Age: 3 years
    Posted 9 months ago

    Posted by R-r-ragdoll!

    Posted by K@rt

    Ive been trying to get this damn model to decompile for about 30 mins and it simply doesnt want to, so I can't check directly. And I'm not very famaliar with tf2 models unfortuneatly.

    Going back to your first post you said you got 2 smd files and the qc when you decompiled the arms and when you tried to recompile you were missing part of the rig for the hands (if not the whole rig) - do you know exactly what the two smds you do have contain? Is there any skeleton at all?

    Just out of curiosity, what version of mdl decompiler are you running and where are you running it from? I can only get it to run out of the ep1 sdk for the moment, it doesnt matter what version they all have vstdlib conflits in OB, 2007 and 2009. If I could get the damn thing decompiled I may be able to help more.

    cscoutarms.smd and cscoutarms.dmx.smd and i'm running it from the same place you are, version 0.5

    Thanks for the info. I am running mdlcompiler 0.5.2... I thought I replaced it with ver 0.5 when it wouldnt decompile the model and it still wouldn't work. Maybe I grabbed the wrong file. I try again later.

    Messiah
  • You must be a member