Hallo zusammen!
Ich bin dabei mir mit XSI ein fahrbares Auto zu basteln (wie der HL2 Buggy) ... allerdings meckert der Compiler immer wieder an einer Stelle:
Code:
Created command line: "C:\Program Files\Steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "c:\program files\steam\steamapps\xxxx\half-life 2\hl2" -nop4 -nox360 "C:\Users\xxxx\Documents\Modeling\test_vehicle\vehicle.qc"
qdir: "c:\users\xxxx\documents\modeling\test_vehicle\"
gamedir: "c:\program files\steam\steamapps\xxxx\half-life 2\hl2\"
g_path: "C:\Users\xxxx\Documents\Modeling\test_vehicle\vehicle.qc"
Building binary model files...
Working on "vehicle.qc"
SMD MODEL vehicle_idle.smd
SMD MODEL vehicle_steer.smd
SMD MODEL vehicle_suspension.smd
SMD MODEL vehicle_spin.smd
ERROR: c:\users\xxxx\documents\modeling\test_vehicle\vehicle.qc(38): - expecting number, got "turn_left"
ERROR: Aborted Processing on 'testvehicle\vehicle.mdl'
Hier scheint der Schuh zu drücken:
Code:
$animation turn_left "vehicle_steer" frame 0 0 subtract neutral 0 weightlist front_wheels
Warum der aber drückt weiß ich allerdings nicht ... Nach der Dev-wiki ist das doch richtig?!
Ich hab meine Infos von hier: http://developer.valvesoftware.com/w...%28modeling%29. Das Fahrzeug selber wurde animiert (3 Frames für Lenkung und Federung, 9 für Reifen) durch Nulls für alle 4 Reifen und je einen für die Karosserie und Fahrer. Hier ist noch meine .qc:
Code:
$modelname testvehicle\vehicle.mdl
$cdmaterials models/buggy
$origin 0 0 0 90
$scale 1.0
$body "Body" "vehicle_idle.smd"
$surfaceprop "metal"
$noforcedfade
$attachment wheel_fl "rig_wheel_fl" 0 0 0
$attachment wheel_fr "rig_wheel_fr" 0 0 0
$attachment wheel_rl "rig_wheel_rl" 0 0 0
$attachment wheel_rr "rig_wheel_rr" 0 0 0
$attachment "vehicle_driver_eyes" "driver" 5.00 0.00 0.00
$poseparameter "vehicle_steer" -1 1
$poseparameter "vehicle_wheel_fl_height" 0 1
$poseparameter "vehicle_wheel_fr_height" 0 1
$poseparameter "vehicle_wheel_rl_height" 0 1
$poseparameter "vehicle_wheel_rr_height" 0 1
$poseparameter "vehicle_wheel_fl_spin" -180 180 wrap
$poseparameter "vehicle_wheel_fr_spin" -180 180 wrap
$poseparameter "vehicle_wheel_rl_spin" -180 180 wrap
$poseparameter "vehicle_wheel_rr_spin" -180 180 wrap
$sequence "idle" "vehicle_idle" fps 30 ACT_IDLE 1 //addlayer aim_all
$sequence "turn" "vehicle_steer" fps 30
$sequence "suspension" "vehicle_suspension" fps 30
$sequence "spin" "vehicle_spin" fps 30
$animation neutral "vehicle_idle" frames 0 0
// front steering sequence
$weightlist front_wheels { "rig_wheel_fl" 1.0 "rig_wheel_fr" 1.0}
$animation turn_left "vehicle_steer" frame 0 0 subtract neutral 0 weightlist front_wheels
$animation turn_right "vehicle_steer" frame 2 2 subtract neutral 0 weightlist front_wheels
$sequence turning { turn_left turn_right blend vehicle_steer -1 1 } weightlist front_wheels delta autoplay
// front right
$weightlist wheel_fr { "rig_wheel_fr" 1.0 }
$animation wheel_fr_low "vehicle_suspension" frame 0 0 subtract neutral 0 weightlist wheel_fr
$animation wheel_fr_high "vehicle_suspension" frame 2 2 subtract neutral 0 weightlist wheel_fr
$sequence wheel_fr_suspension { wheel_fr_low wheel_fr_high blend "vehicle_wheel_fr_height" 0 1.0 } weightlist wheel_fr delta autoplay
$weightlist wheel_fr_spin { "rig_wheel_fr" 1.0 }
$animation wheel_fr_spin0 "vehicle_spin" frame 0 0 subtract neutral 0 weightlist wheel_fr_spin
$animation wheel_fr_spin120 "vehicle_spin" frame 3 3 subtract neutral 0 weightlist wheel_fr_spin
$animation wheel_fr_spin240 "vehicle_spin" frame 6 6 subtract neutral 0 weightlist wheel_fr_spin
$sequence wheel_fr_spin { wheel_fr_spin0 wheel_fr_spin120 wheel_fr_spin240 wheel_fr_spin0 blendwidth 4 blend "vehicle_wheel_fr_spin" -180 180 } weightlist wheel_fr_spin delta autoplay
// front left
$weightlist wheel_fl { "rig_wheel_fl" 1.0 }
$animation wheel_fl_low "vehicle_suspension" frame 0 0 subtract neutral 0 weightlist wheel_fl
$animation wheel_fl_high "vehicle_suspension" frame 2 2 subtract neutral 0 weightlist wheel_fl
$sequence wheel_fl_suspension { wheel_fl_low wheel_fl_high blend "vehicle_wheel_fl_height" 0 1.0 } weightlist wheel_fl delta autoplay
$weightlist wheel_fl_spin { "rig_wheel_fl" 1.0 }
$animation wheel_fl_spin0 "vehicle_spin" frame 0 0 subtract neutral 0 weightlist wheel_fl_spin
$animation wheel_fl_spin120 "vehicle_spin" frame 3 3 subtract neutral 0 weightlist wheel_fl_spin
$animation wheel_fl_spin240 "vehicle_spin" frame 6 6 subtract neutral 0 weightlist wheel_fl_spin
$sequence wheel_fl_spin { wheel_fl_spin0 wheel_fl_spin120 wheel_fl_spin240 wheel_fl_spin0 blendwidth 4 blend "vehicle_wheel_fl_spin" -180 180 } weightlist wheel_fl_spin delta autoplay
// rear right
$weightlist wheel_rr { "rig_wheel_rr" 1.0 }
$animation wheel_rr_low "vehicle_suspension" frame 0 0 subtract neutral 0 weightlist wheel_rr
$animation wheel_rr_high "vehicle_suspension" frame 2 2 subtract neutral 0 weightlist wheel_rr
$sequence wheel_rr_suspension { wheel_rr_low wheel_rr_high blend "vehicle_wheel_rr_height" 0 1.0 } weightlist wheel_rr delta autoplay
$weightlist wheel_rr_spin { "rig_wheel_rr" 1.0 }
$animation wheel_rr_spin0 "vehicle_spin" frame 0 0 subtract neutral 0 weightlist wheel_rr_spin
$animation wheel_rr_spin120 "vehicle_spin" frame 3 3 subtract neutral 0 weightlist wheel_rr_spin
$animation wheel_rr_spin240 "vehicle_spin" frame 6 6 subtract neutral 0 weightlist wheel_rr_spin
$sequence wheel_rr_spin { wheel_rr_spin0 wheel_rr_spin120 wheel_rr_spin240 wheel_rr_spin0 blendwidth 4 blend "vehicle_wheel_rr_spin" -180 180 } weightlist wheel_rr_spin delta autoplay
// rear left
$weightlist wheel_rl { "rig_wheel_rl" 1.0 }
$animation wheel_rl_low "vehicle_suspension" frame 0 0 subtract neutral 0 weightlist wheel_rl
$animation wheel_rl_high "vehicle_suspension" frame 2 2 subtract neutral 0 weightlist wheel_rl
$sequence wheel_rl_suspension { wheel_rl_low wheel_rl_high blend "vehicle_wheel_rl_height" 0 1.0 } weightlist wheel_rl delta autoplay
$weightlist wheel_rl_spin { "rig_wheel_rl" 1.0 }
$animation wheel_rl_spin0 "vehicle_spin" frame 0 0 subtract neutral 0 weightlist wheel_rl_spin
$animation wheel_rl_spin120 "vehicle_spin" frame 3 3 subtract neutral 0 weightlist wheel_rl_spin
$animation wheel_rl_spin240 "vehicle_spin" frame 6 6 subtract neutral 0 weightlist wheel_rl_spin
$sequence wheel_rl_spin { wheel_rl_spin0 wheel_rl_spin120 wheel_rl_spin240 wheel_rl_spin0 blendwidth 4 blend "vehicle_wheel_rl_spin" -180 180 } weightlist wheel_rl_spin delta autoplay
$collisionmodel "vehicle_phys.smd" {
// Mass in kilograms
$Mass 800
$concave
}
--- EDIT ---
Problem gelöst: Ich hatte Syntaxfehler weiter oben:
Code:
$sequence "idle" { vehicle_idle fps 30 ACT_IDLE 1 }
Trotzdem macht $animation immernoch Probleme! Der Compiler sagt jetzt:
Code:
...\test_vehicle\vehicle.qc(38): - end frame before start frame in turn_leftERROR: Aborted Processing on 'testvehicle\vehicle.mdl'
Ich hab das soweit gelöst, dass ich zu Beispiel für die Animation der Lenkung gesagt habe, dass die Frames von 0 bis 1 (anstatt von 0 bis 0) verwendet werden sollen - Allerdings hab ich dann wackelnde Reifen ...
Schonmal Danke im vorraus, wenn ihr wisst was man da machen muss!
--- EDIT2 ---
Problem wieder gelöst: Ich hatte keine Frame 0 (Informatiker Macke ... )
Kann geclosed werden.