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Author Topic: Compile a buggy model?  (Read 1234 times)

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Offline Vedad1944

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Compile a buggy model?
« on: December 27, 2013, 10:22:34 PM »
Well I was working on my project and I decided that a newer "fresh" buggy would be more satisfying than just the plain old buggy. Found a new set of wheels, added some accessories and went for compiling the thing, problem is it won't compile even with the UNEDITED qc. I tried jury rigging the qc to work for a single compile but no success. I even tried using qc-s from different decompilers (the "fixed" decompiler, and crowbar) and the animations would end up so screwed up that they were completely unusable.
The compiler complains either about too many LODs or too many shadow LODs, and even after removing them it started complaining about missing animation blends (it found 10 instead of 9) or even entire missing animations!
If anyone has any ideas, please answer because I'm in a storm of (my own) questions.
Oh and here are the qc-s:
Cannonfodders:
Code: [Select]
$cd "C:\Users\Vedad\Desktop\New folder\decompile\buggy"
$modelname "buggy.mdl"
$model "Body" "buggy_reference.smd"

$lod 18
 {
  replacemodel "buggy_reference" "lod1_buggy_reference"
}
$lod 40
 {
  replacemodel "buggy_reference" "lod2_buggy_reference"
}
$lod 80
 {
  replacemodel "buggy_reference" "lod3_buggy_reference"
}
$lod 110
 {
  replacemodel "buggy_reference" "lod4_buggy_reference"
}
$shadowlod
{
  replacemodel "buggy_reference" "lod5_buggy_reference"
}
$model "tau_cannon" "UnknownModelName.smd"

$lod 18
 {
  replacemodel "UnknownModelName" "lod1_UnknownModelName"
}
$lod 40
 {
  replacemodel "UnknownModelName" "lod2_UnknownModelName"
}
$lod 80
 {
  replacemodel "UnknownModelName" "lod3_UnknownModelName"
}
$lod 110
 {
  replacemodel "UnknownModelName" "lod4_UnknownModelName"
}
$shadowlod
{
  replacemodel "UnknownModelName" "lod5_UnknownModelName"
}
$model "tau_cannon" "tau_reference.smd"

$lod 18
 {
  replacemodel "tau_reference" "lod1_tau_reference"
}
$lod 40
 {
  replacemodel "tau_reference" "lod2_tau_reference"
}
$lod 80
 {
  replacemodel "tau_reference" "lod3_tau_reference"
}
$lod 110
 {
  replacemodel "tau_reference" "lod4_tau_reference"
}
$shadowlod
{
  replacemodel "tau_reference" "lod5_tau_reference"
}
$poseparameter vehicle_weapon_yaw -120.00 120.00
$poseparameter vehicle_weapon_pitch -60.00 60.00
$poseparameter vehicle_guage 0.00 1.00
$poseparameter vehicle_steer -1.00 1.00
$poseparameter vehicle_wheel_fl_height 0.00 1.00
$poseparameter vehicle_wheel_fr_height 0.00 1.00
$poseparameter vehicle_wheel_rl_height 0.00 1.00
$poseparameter vehicle_wheel_rr_height 0.00 1.00
$poseparameter vehicle_wheel_fl_spin -180.00 180.00
$poseparameter vehicle_wheel_fr_spin -180.00 180.00
$poseparameter vehicle_wheel_rl_spin -180.00 180.00
$poseparameter vehicle_wheel_rr_spin -180.00 180.00
$poseparameter gun_spin -180.00 180.00
$cdmaterials "models\buggy\"
$hboxset "default"
$hbox 0 "Rig_Buggy.Frame" -30.000  -15.500  15.500  30.000  9.500  100.500
$hbox 0 "Rig_Buggy.Frame" -3.000  -17.000  -18.000  21.000  25.000  14.000
$hbox 0 "Rig_Buggy.Frame" -30.000  -6.000  -58.000  30.000  56.000  -22.000
$hbox 5 "Rig_Buggy.Frame" -30.000  -15.000  -67.500  30.000  35.000  -32.500
$hboxset "entryboxes"
$hbox 1 "Rig_Buggy.Frame" 25.000  -35.000  -50.000  105.000  55.000  50.000
$hbox 2 "Rig_Buggy.Frame" -105.000  -35.000  -50.000  -25.000  55.000  50.000
$hbox 3 "Rig_Buggy.Frame" -40.000  -20.000  40.000  40.000  70.000  150.000
$attachment "levitate_target" "Rig_Buggy.Gun_Parent" -0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "gun_ref" "Rig_Buggy.Gun" -0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "wheel_fl" "Rig_Buggy.Wheel_FL_Rotate" 0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$attachment "wheel_fr" "Rig_Buggy.Wheel_FR_Rotate" 0.00 -0.00 -0.00 rotate -0.00 0.00 0.00
$attachment "wheel_rl" "Rig_Buggy.Wheel_RL" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
$attachment "wheel_rr" "Rig_Buggy.Wheel_RR" -0.00 0.00 -0.00 rotate 0.00 0.00 -0.00
$attachment "vehicle_driver_eyes" "Rig_Buggy.view" 5.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "vehicle_feet_passenger0" "Rig_Buggy.view" 0.00 0.00 -32.00 rotate 0.00 0.00 0.00
$attachment "vehicle_engine" "Rig_Buggy.Frame" 0.00 0.00 -40.00 rotate -0.00 0.00 0.00
$attachment "exit1" "Rig_Buggy.Frame" 69.43 27.95 28.02 rotate -90.00 -90.00 0.00
$attachment "exit2" "Rig_Buggy.Frame" -69.43 27.95 28.02 rotate -90.00 -90.00 0.00
$attachment "exit3" "Rig_Buggy.Frame" 5.61 70.95 52.93 rotate -90.00 -90.00 0.00
$attachment "exit4" "Rig_Buggy.Frame" -0.00 27.95 -110.09 rotate -90.00 -90.00 0.00
$attachment "exit5" "Rig_Buggy.Frame" 0.00 -74.18 -11.98 rotate -67.83 90.00 0.00
$attachment "exit6" "Rig_Buggy.Frame" 0.00 -74.18 -11.98 rotate -67.83 90.00 0.00
$attachment "exit7" "Rig_Buggy.Frame" 70.21 -14.14 -1.04 rotate -51.46 -165.29 -104.71
$attachment "exit8" "Rig_Buggy.Frame" -70.21 -14.14 3.99 rotate -49.87 -14.71 104.71
$attachment "enter1" "Rig_Buggy.Frame" 69.43 19.95 -1.98 rotate 0.00 180.00 90.00
$attachment "enter2" "Rig_Buggy.Frame" -69.43 19.95 -1.98 rotate -0.00 0.00 -90.00
$attachment "enter3" "Rig_Buggy.Frame" 5.61 62.95 81.37 rotate 55.44 -90.00 180.00
$attachment "enter4" "Rig_Buggy.Frame" 0.00 19.95 -110.09 rotate -90.00 -90.00 0.00
$attachment "beam_damage" "Rig_Buggy.Frame" 10.00 7.00 29.00 rotate -0.00 0.00 0.00
$attachment "seagull_perch1" "Rig_Buggy.Frame" -18.00 20.00 53.00 rotate -0.00 180.00 90.00
$attachment "seagull_perch2" "Rig_Buggy.Frame" 10.00 5.00 88.00 rotate -90.00 -90.00 0.00
$attachment "seagull_perch3" "Rig_Buggy.Frame" -8.00 50.00 -46.00 rotate 90.00 90.00 0.00
$attachment "taucannon" "Rig_Buggy.Frame" -18.00 10.00 53.00 rotate 90.00 90.00 0.00
$attachment "headlight" "Rig_Buggy.Frame" 0.00 5.00 100.00 rotate -90.00 -90.00 0.00
$attachment "Muzzle" "Rig_Buggy.Gun" 12.63 -0.00 -0.00 rotate -0.00 -0.00 -0.00
$surfaceprop "metal"
$keyvalues  { vehicle_entry { "enter1" "1" "enter2" "2" "enter3" "3"  } vehicle_exit { "exit1" "upright" "exit2" "upright" "exit7" "upsidedown" "exit8" "upsidedown"  } vehicle_escape_exit { "exit3" "upright" "exit4" "upright" "exit5" "upsidedown" "exit6" "upsidedown"  } }
$illumposition 0.000 0.775 51.547
$sequence idle "idle" ACT_IDLE 1 fps 30.00
$sequence turn "turn" fps 30.00
$sequence suspension "suspension" fps 30.00
$sequence spin "spin" fps 30.00
$sequence aim "aim" fps 30.00
$sequence gun_spin "gun_spin" fps 30.00
$sequence speedo "speedo" fps 30.00
$sequence enter1 "enter1" fps 60.00
$sequence exit1 "exit1" fps 60.00
$sequence enter2 "enter2" fps 60.00
$sequence exit2 "exit2" fps 60.00
$sequence enter3 "enter3" fps 60.00
$sequence exit3 "exit3" fps 60.00
$sequence enter4 "enter4" fps 60.00
$sequence exit4 "exit4" fps 60.00
$sequence exit5 "exit5" fps 60.00
$sequence exit6 "exit6" fps 60.00
$sequence exit7 "exit7" fps 60.00
$sequence exit8 "exit8" fps 60.00
$sequence ammo_open "ammo_open" fps 30.00
$sequence ammo_close "ammo_close" fps 30.00
$sequence tau_levitate "tau_levitate" fps 30.00
$animation a_tau_removed "a_tau_removed" fps 30.000000
$sequence tau_removed "a_tau_removed" fps 30.00
$sequence exit_tauremoved "exit_tauremoved" fps 30.00
$animation down_left "down_left" fps 30.000000
$animation mid_left "mid_left" fps 30.000000
$animation up_left "up_left" fps 30.000000
$animation down_center "down_center" fps 30.000000
$animation mid_center "mid_center" fps 30.000000
$animation up_center "up_center" fps 30.000000
$animation down_right "down_right" fps 30.000000
$animation mid_right "mid_right" fps 30.000000
$animation up_right "up_right" fps 30.000000
$sequence aim_all "down_left" fps 30.00 {
  blendwidth 9
  blend vehicle_weapon_yaw -120.000000 120.000000
  blend vehicle_weapon_yaw -120.000000 120.000000
  autoplay
 down_left mid_left up_left down_center mid_center up_center down_right mid_right up_right
}
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
$animation gun_spin0 "gun_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation gun_spin120 "gun_spin120" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation gun_spin240 "gun_spin240" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation gun_spin0 "gun_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence gun_spinning "gun_spin0" fps 30.00 {
  blendwidth 4
  blend gun_spin -180.000000 180.000000
  delta
  autoplay
 gun_spin0 gun_spin120 gun_spin240 gun_spin0
}
$animation slow "slow" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid "mid" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation fast "fast" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence speedometer "slow" fps 30.00 {
  blendwidth 3
  blend vehicle_guage 0.000000 1.000000
  delta
  autoplay
 slow mid fast
}
$animation turn_left "turn_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation turn_right "turn_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence turning "turn_left" fps 30.00 {
  blendwidth 2
  blend vehicle_steer -1.000000 1.000000
  delta
  autoplay
 turn_left turn_right
}
$animation wheel_fr_low "wheel_fr_low" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fr_high "wheel_fr_high" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fr_suspension "wheel_fr_low" fps 30.00 {
  blendwidth 2
  blend vehicle_wheel_fr_height 0.000000 1.000000
  delta
  autoplay
 wheel_fr_low wheel_fr_high
}
$animation wheel_fr_spin0 "wheel_fr_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fr_spin120 "wheel_fr_spin120" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fr_spin240 "wheel_fr_spin240" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fr_spin0 "wheel_fr_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fr_spin "wheel_fr_spin0" fps 30.00 {
  blendwidth 4
  blend vehicle_wheel_fr_spin -180.000000 180.000000
  delta
  autoplay
 wheel_fr_spin0 wheel_fr_spin120 wheel_fr_spin240 wheel_fr_spin0
}
$animation wheel_fl_low "wheel_fl_low" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fl_high "wheel_fl_high" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fl_suspension "wheel_fl_low" fps 30.00 {
  blendwidth 2
  blend vehicle_wheel_fl_height 0.000000 1.000000
  delta
  autoplay
 wheel_fl_low wheel_fl_high
}
$animation wheel_fl_spin0 "wheel_fl_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fl_spin120 "wheel_fl_spin120" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fl_spin240 "wheel_fl_spin240" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fl_spin0 "wheel_fl_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fl_spin "wheel_fl_spin0" fps 30.00 {
  blendwidth 4
  blend vehicle_wheel_fl_spin -180.000000 180.000000
  delta
  autoplay
 wheel_fl_spin0 wheel_fl_spin120 wheel_fl_spin240 wheel_fl_spin0
}
$animation wheel_rr_low "wheel_rr_low" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rr_high "wheel_rr_high" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rr_suspension "wheel_rr_low" fps 30.00 {
  blendwidth 2
  blend vehicle_wheel_rr_height 0.000000 1.000000
  delta
  autoplay
 wheel_rr_low wheel_rr_high
}
$animation wheel_rr_spin0 "wheel_rr_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rr_spin120 "wheel_rr_spin120" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rr_spin240 "wheel_rr_spin240" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rr_spin0 "wheel_rr_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rr_spin "wheel_rr_spin0" fps 30.00 {
  blendwidth 4
  blend vehicle_wheel_rr_spin -180.000000 180.000000
  delta
  autoplay
 wheel_rr_spin0 wheel_rr_spin120 wheel_rr_spin240 wheel_rr_spin0
}
$animation wheel_rl_low "wheel_rl_low" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rl_high "wheel_rl_high" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rl_suspension "wheel_rl_low" fps 30.00 {
  blendwidth 2
  blend vehicle_wheel_rl_height 0.000000 1.000000
  delta
  autoplay
 wheel_rl_low wheel_rl_high
}
$animation wheel_rl_spin0 "wheel_rl_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rl_spin120 "wheel_rl_spin120" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rl_spin240 "wheel_rl_spin240" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rl_spin0 "wheel_rl_spin0" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rl_spin "wheel_rl_spin0" fps 30.00 {
  blendwidth 4
  blend vehicle_wheel_rl_spin -180.000000 180.000000
  delta
  autoplay
 wheel_rl_spin0 wheel_rl_spin120 wheel_rl_spin240 wheel_rl_spin0
}
and Crowbar:
Code: [Select]
// Created by Crowbar 0.11.0.0

$modelname "buggy.mdl"

$bodygroup "Body"
{
studio "buggy_reference.smd"
}
$bodygroup "tau_cannon"
{
blank
studio "buggy_tau_reference.smd"
}

$lod 18
{
replacemodel "buggy_reference.smd" "buggy_reference_lod1.smd"
}
$lod 40
{
replacemodel "buggy_reference.smd" "buggy_reference_lod2.smd"
}
$lod 80
{
replacemodel "buggy_reference.smd" "buggy_reference_lod3.smd"
}
$lod 110
{
replacemodel "buggy_reference.smd" "buggy_reference_lod4.smd"
}
$shadowlod
{
replacemodel "buggy_reference.smd" "buggy_reference_lod5.smd"
}

$noforcedfade

$poseparameter "vehicle_weapon_yaw" -120 120 0
$poseparameter "vehicle_weapon_pitch" -60 60 0
$poseparameter "vehicle_guage" 0 1 0
$poseparameter "vehicle_steer" -1 1 0
$poseparameter "vehicle_wheel_fl_height" 0 1 0
$poseparameter "vehicle_wheel_fr_height" 0 1 0
$poseparameter "vehicle_wheel_rl_height" 0 1 0
$poseparameter "vehicle_wheel_rr_height" 0 1 0
$poseparameter "vehicle_wheel_fl_spin" -180 180 360
$poseparameter "vehicle_wheel_fr_spin" -180 180 360
$poseparameter "vehicle_wheel_rl_spin" -180 180 360
$poseparameter "vehicle_wheel_rr_spin" -180 180 360
$poseparameter "gun_spin" -180 180 360

$cdmaterials "models\buggy\"

$texturegroup "skinfamilies"
{
{
"ammo_box.vmt"
"buggy001.vmt"
}
}

// Model uses material "ammo_box.vmt"
// Model uses material "buggy001.vmt"

$attachment "levitate_target" "Rig_Buggy.Gun_Parent" 0 0 0 rotate 0 0 0
$attachment "gun_ref" "Rig_Buggy.Gun" 0 0 0 rotate 0 0 0
$attachment "wheel_fl" "Rig_Buggy.Wheel_FL_Rotate" 0 0 0 rotate 0 0 0
$attachment "wheel_fr" "Rig_Buggy.Wheel_FR_Rotate" 0 0 0 rotate 0 0 0
$attachment "wheel_rl" "Rig_Buggy.Wheel_RL" 0 0 0 rotate 0 0 0
$attachment "wheel_rr" "Rig_Buggy.Wheel_RR" 0 0 0 rotate 0 0 0
$attachment "vehicle_driver_eyes" "Rig_Buggy.view" 5 0 0 rotate 0 0 0
$attachment "vehicle_feet_passenger0" "Rig_Buggy.view" 0 0 -32 rotate 0 0 0
$attachment "vehicle_engine" "Rig_Buggy.Frame" 0 0 -40 rotate 0 0 0
$attachment "exit1" "Rig_Buggy.Frame" 69.43 27.95 28.02 rotate -90 -90 0
$attachment "exit2" "Rig_Buggy.Frame" -69.43 27.95 28.02 rotate -90 -90 0
$attachment "exit3" "Rig_Buggy.Frame" 5.61 70.95 52.93 rotate -90 -90 0
$attachment "exit4" "Rig_Buggy.Frame" 0 27.95 -110.09 rotate -90 -90 0
$attachment "exit5" "Rig_Buggy.Frame" 0 -74.18 -11.98 rotate -67.83 90 0
$attachment "exit6" "Rig_Buggy.Frame" 0 -74.18 -11.98 rotate -67.83 90 0
$attachment "exit7" "Rig_Buggy.Frame" 70.21 -14.14 -1.04 rotate -51.46 -165.29 -104.71
$attachment "exit8" "Rig_Buggy.Frame" -70.21 -14.14 3.99 rotate -49.87 -14.71 104.71
$attachment "enter1" "Rig_Buggy.Frame" 69.43 19.95 -1.98 rotate 0 180 90
$attachment "enter2" "Rig_Buggy.Frame" -69.43 19.95 -1.98 rotate 0 0 -90
$attachment "enter3" "Rig_Buggy.Frame" 5.61 62.95 81.37 rotate 55.44 -90 180
$attachment "enter4" "Rig_Buggy.Frame" 0 19.95 -110.09 rotate -90 -90 0
$attachment "beam_damage" "Rig_Buggy.Frame" 10 7 29 rotate 0 0 0
$attachment "seagull_perch1" "Rig_Buggy.Frame" -18 20 53 rotate 0 180 90
$attachment "seagull_perch2" "Rig_Buggy.Frame" 10 5 88 rotate -90 -90 0
$attachment "seagull_perch3" "Rig_Buggy.Frame" -8 50 -46 rotate 90 90 0
$attachment "taucannon" "Rig_Buggy.Frame" -18 10 53 rotate 90 90 0
$attachment "headlight" "Rig_Buggy.Frame" 0 5 100 rotate -90 -90 0
$attachment "Muzzle" "Rig_Buggy.Gun" 12.63 0 0 rotate 0 0 0

$surfaceprop "metal"

$contents "solid"

$illumposition 0.775 0 51.547

$bbox -105 -112.965 -0.953 105 114.515 104.047

$cbox 0 0 0 0 0 0

$hboxset "default"
$hbox 0 "Rig_Buggy.Frame" -30 -15.5 15.5 30 9.5 100.5
$hbox 0 "Rig_Buggy.Frame" -3 -17 -18 21 25 14
$hbox 0 "Rig_Buggy.Frame" -30 -6 -58 30 56 -22
$hbox 5 "Rig_Buggy.Frame" -30 -15 -67.5 30 35 -32.5
$hboxset "entryboxes"
$hbox 1 "Rig_Buggy.Frame" 25 -35 -50 105 55 50
$hbox 2 "Rig_Buggy.Frame" -105 -35 -50 -25 55 50
$hbox 3 "Rig_Buggy.Frame" -40 -20 40 40 70 150
$skipboneinbbox


$animation "neutral" "buggy_anims\neutral.smd" {
fps 30
}


$sequence "idle" "buggy_anims\idle.smd" {
fps 30
"ACT_IDLE" 1
}

$sequence "turn" "buggy_anims\turn.smd" {
fps 30
}

$sequence "suspension" "buggy_anims\suspension.smd" {
fps 30
}

$sequence "spin" "buggy_anims\spin.smd" {
fps 30
}

$sequence "aim" "buggy_anims\aim.smd" {
fps 30
}

$sequence "gun_spin" "buggy_anims\gun_spin.smd" {
fps 30
}

$sequence "speedo" "buggy_anims\speedo.smd" {
fps 30
}

$sequence "enter1" "buggy_anims\enter1.smd" {
fps 60
snap
}

$sequence "exit1" "buggy_anims\exit1.smd" {
fps 60
fadeout 0
}

$sequence "enter2" "buggy_anims\enter2.smd" {
fps 60
snap
}

$sequence "exit2" "buggy_anims\exit2.smd" {
fps 60
fadeout 0
}

$sequence "enter3" "buggy_anims\enter3.smd" {
fps 60
snap
}

$sequence "exit3" "buggy_anims\exit3.smd" {
fps 60
fadeout 0
}

$sequence "enter4" "buggy_anims\enter4.smd" {
fps 60
snap
}

$sequence "exit4" "buggy_anims\exit4.smd" {
fps 60
fadeout 0
}

$sequence "exit5" "buggy_anims\exit5.smd" {
fps 60
fadeout 0
}

$sequence "exit6" "buggy_anims\exit6.smd" {
fps 60
fadeout 0
}

$sequence "exit7" "buggy_anims\exit7.smd" {
fps 60
fadeout 0
}

$sequence "exit8" "buggy_anims\exit8.smd" {
fps 60
fadeout 0
}

$sequence "ammo_open" "buggy_anims\ammo_open.smd" {
fps 30
}

$sequence "ammo_close" "buggy_anims\ammo_close.smd" {
fps 30
}

$sequence "tau_levitate" "buggy_anims\tau_levitate.smd" {
fps 30
}

$animation "a_tau_removed" "buggy_anims\a_tau_removed.smd" {
fps 30
}
$sequence "tau_removed" {
fps 30
hidden
}

$sequence "exit_tauremoved" "buggy_anims\exit_tauremoved.smd" {
fps 30
addlayer tau_removed
}

$animation "down_left" "buggy_anims\down_left.smd" {
fps 30
}
$animation "down_center" "buggy_anims\down_center.smd" {
fps 30
}
$animation "down_right" "buggy_anims\down_right.smd" {
fps 30
}
$animation "mid_left" "buggy_anims\mid_left.smd" {
fps 30
}
$animation "mid_center" "buggy_anims\mid_center.smd" {
fps 30
}
$animation "mid_right" "buggy_anims\mid_right.smd" {
fps 30
}
$animation "up_left" "buggy_anims\up_left.smd" {
fps 30
}
$animation "up_center" "buggy_anims\up_center.smd" {
fps 30
}
$animation "up_right" "buggy_anims\up_right.smd" {
fps 30
}
$sequence "aim_all" {
"down_center"
"down_right"
"mid_left"
"mid_center"
"mid_right"
"up_left"
"up_center"
"up_right"
fps 30
autoplay
blend vehicle_weapon_yaw -120 120
blend vehicle_weapon_pitch -60 60
}

$animation "gun_spin0" "buggy_anims\gun_spin0.smd" {
fps 30
subtract "@idle" 0
}
$animation "gun_spin120" "buggy_anims\gun_spin120.smd" {
fps 30
subtract "@idle" 0
}
$animation "gun_spin240" "buggy_anims\gun_spin240.smd" {
fps 30
subtract "@idle" 0
}
$animation "gun_spin0" "buggy_anims\gun_spin0.smd" {
fps 30
subtract "@idle" 0
}
$sequence "gun_spinning" {
"gun_spin120"
"gun_spin240"
"gun_spin0"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 4
blend gun_spin -180 180
}

$animation "slow" "buggy_anims\slow.smd" {
fps 30
subtract "@idle" 0
}
$animation "mid" "buggy_anims\mid.smd" {
fps 30
subtract "@idle" 0
}
$animation "fast" "buggy_anims\fast.smd" {
fps 30
subtract "@idle" 0
}
$sequence "speedometer" {
"mid"
"fast"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 3
blend vehicle_guage 0 1
}

$animation "turn_left" "buggy_anims\turn_left.smd" {
fps 30
subtract "@idle" 0
}
$animation "turn_right" "buggy_anims\turn_right.smd" {
fps 30
subtract "@idle" 0
}
$sequence "turning" {
"turn_right"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 2
blend vehicle_steer -1 1
}

$animation "wheel_fr_low" "buggy_anims\wheel_fr_low.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fr_high" "buggy_anims\wheel_fr_high.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_fr_suspension" {
"wheel_fr_high"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 2
blend vehicle_wheel_fr_height 0 1
}

$animation "wheel_fr_spin0" "buggy_anims\wheel_fr_spin0.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fr_spin120" "buggy_anims\wheel_fr_spin120.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fr_spin240" "buggy_anims\wheel_fr_spin240.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fr_spin0" "buggy_anims\wheel_fr_spin0.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_fr_spin" {
"wheel_fr_spin120"
"wheel_fr_spin240"
"wheel_fr_spin0"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 4
blend vehicle_wheel_fr_spin -180 180
}

$animation "wheel_fl_low" "buggy_anims\wheel_fl_low.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fl_high" "buggy_anims\wheel_fl_high.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_fl_suspension" {
"wheel_fl_high"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 2
blend vehicle_wheel_fl_height 0 1
}

$animation "wheel_fl_spin0" "buggy_anims\wheel_fl_spin0.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fl_spin120" "buggy_anims\wheel_fl_spin120.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fl_spin240" "buggy_anims\wheel_fl_spin240.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_fl_spin0" "buggy_anims\wheel_fl_spin0.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_fl_spin" {
"wheel_fl_spin120"
"wheel_fl_spin240"
"wheel_fl_spin0"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 4
blend vehicle_wheel_fl_spin -180 180
}

$animation "wheel_rr_low" "buggy_anims\wheel_rr_low.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rr_high" "buggy_anims\wheel_rr_high.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_rr_suspension" {
"wheel_rr_high"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 2
blend vehicle_wheel_rr_height 0 1
}

$animation "wheel_rr_spin0" "buggy_anims\wheel_rr_spin0.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rr_spin120" "buggy_anims\wheel_rr_spin120.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rr_spin240" "buggy_anims\wheel_rr_spin240.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rr_spin0" "buggy_anims\wheel_rr_spin0.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_rr_spin" {
"wheel_rr_spin120"
"wheel_rr_spin240"
"wheel_rr_spin0"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 4
blend vehicle_wheel_rr_spin -180 180
}

$animation "wheel_rl_low" "buggy_anims\wheel_rl_low.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rl_high" "buggy_anims\wheel_rl_high.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_rl_suspension" {
"wheel_rl_high"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 2
blend vehicle_wheel_rl_height 0 1
}

$animation "wheel_rl_spin0" "buggy_anims\wheel_rl_spin0.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rl_spin120" "buggy_anims\wheel_rl_spin120.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rl_spin240" "buggy_anims\wheel_rl_spin240.smd" {
fps 30
subtract "@idle" 0
}
$animation "wheel_rl_spin0" "buggy_anims\wheel_rl_spin0.smd" {
fps 30
subtract "@idle" 0
}
$sequence "wheel_rl_spin" {
"wheel_rl_spin120"
"wheel_rl_spin240"
"wheel_rl_spin0"
fps 30
subtract "@idle" 0
delta
autoplay
blendwidth 4
blend vehicle_wheel_rl_spin -180 180
}

$collisionmodel "buggy_collision.smd"
{
$mass 800
$inertia 1
$damping 0
$rotdamping 0
$concave

}


$keyvalues
{
vehicle_entry
{
"enter1" "1"
"enter2" "2"
"enter3" "3"
}
vehicle_exit
{
"exit1" "upright"
"exit2" "upright"
"exit7" "upsidedown"
"exit8" "upsidedown"
}
vehicle_escape_exit
{
"exit3" "upright"
"exit4" "upright"
"exit5" "upsidedown"
"exit6" "upsidedown"
}
}
The qc from the "fixed" decompiler and the original decompiler seems identical and both have missing anims, while crowbar looks as if its qc is more "complete".

Offline Vedad1944

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Re: Compile a buggy model?
« Reply #1 on: December 28, 2013, 05:39:01 PM »
Nevermind got it working and its awesome  :D
SMOD: Buggy Reborn
An Opposing Force Remastered exclusive

Offline Counter-Life™

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  • Counter-Life™ is a rising star!Counter-Life™ is a rising star!Counter-Life™ is a rising star!Counter-Life™ is a rising star!Counter-Life™ is a rising star!Counter-Life™ is a rising star!
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Re: Compile a buggy model?
« Reply #2 on: December 28, 2013, 05:48:02 PM »
Nevermind got it working and its awesome  :D
SMOD: Buggy Reborn
An Opposing Force Remastered exclusive
Awesum.