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:Hier scheint der Schuh zu drücken: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'Warum der aber drückt weiß ich allerdings nicht ... Nach der Dev-wiki ist das doch richtig?!Code:$animation turn_left "vehicle_steer" frame 0 0 subtract neutral 0 weightlist front_wheels
Ich hab meine Infos von hier: http://developer.valvesoftware.com/w...%28modeling%29. Das Fahrzeug selber wurde animiert (3 Frames für Lenkung und Federung, 9 für Reifen) durch Nulls für alle 4 Reifen und je einen für die Karosserie und Fahrer. Hier ist noch meine .qc:--- EDIT ---Code:$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 }
Problem gelöst: Ich hatte Syntaxfehler weiter oben:
Trotzdem macht $animation immernoch Probleme! Der Compiler sagt jetzt:Code:$sequence "idle" { vehicle_idle fps 30 ACT_IDLE 1 }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 ...Code:...\test_vehicle\vehicle.qc(38): - end frame before start frame in turn_leftERROR: Aborted Processing on 'testvehicle\vehicle.mdl'
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.



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