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Thema: Compiling error durch $animation

  1. #1

    Standard Compiling error durch $animation

    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.
    Geändert von N!tro (07.02.2011 um 10:20 Uhr)
    Diskutiere nie mit Idioten. Sie ziehen dich auf ihrem Level und schlagen dich mit Erfahrung ...

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