New Project

BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
edited October 2003 in NS Customization
well, i'm back with a new project and i'm having trouble compiling it. i'm having the error too many normals or too many verts or something like that..

if anyone's interested in helping me compile this baby, pm me with an email so i could send the smd file so this thing could be sorted and hopefully be released as soon an i get it tested and compiled.

edit: btw, it's a player model

Comments

  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    <a href='http://forums.specialistsmod.net/viewtopic.php?t=8694' target='_blank'>http://forums.specialistsmod.net/viewtopic.php?t=8694</a>

    See if you can figure it out from there.
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    edited October 2003
    as far as i know milkshape has a limit of verticals

    so get the new version it has been released yesterday and they made a higher vert limit

    or ucould plit it up into 2 smds and compile them into one big mofo

    it might help u
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    edited October 2003
    ok i tried that method and split it into two smds and i can't get the other half to compile with the other half. i'm not good in fiddling the qc files :\

    edit: i did it with the jetpack too and only half gets compiled D: eventually i did the qc file wrong again
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    <!--QuoteBegin--B!gB@dWoLf+Oct 16 2003, 01:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (B!gB@dWoLf @ Oct 16 2003, 01:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok i tried that method and split it into two smds and i can't get the other half to compile with the other half. i'm not good in fiddling the qc files :\

    edit: i did it with the jetpack too and only half gets compiled D: eventually i did the qc file wrong again <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    most likely <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    i still can't compile it with the jetpack on. i'm getting the error "too many vertices". what's the exact commandline for the qc so i could compile it? i need help. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    pre.jpg 54.5K
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Wow way too many polies....

    send it to

    ArminKrug@t-online.de

    I will split it up and compile it ASAP. Also give instructions about the JP please.
  • lyndaklyndak God Join Date: 2002-11-13 Member: 8419Members, Constellation
    The polies... THE POLIES!!! ;D
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    edited October 2003
    can u give me instruction on how to compile it? iv'e already split it onto two smds. i dont have any problems with the one w/o jetpack. iv'e also deleted some not very important polies but it still wont compile <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    edit: iv'e already split/compiled some models with the same problem "too many vertices, but they are from a diff mod, i'm kinda new in ns modelling
  • FunkyFungusFunkyFungus Join Date: 2003-09-09 Member: 20691Members
    ok i am not a modeling guru but as i can see that are way to much polys for hl <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    yeah, that is why i split the model in two smds and compile it which works perfectly, but i just need to know the right commandline for the jetpack ref in the qc.
  • lyndaklyndak God Join Date: 2002-11-13 Member: 8419Members, Constellation
    A 3rd SMD for the Jetpack perhaps? Sorry, Can't help much, I'm a mappar, not a mod'lar.
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    2 smds would work fine.. but i need to know what commandline to put in the qc file so that those two smd files would compile. i'm only having this error for the jetpack model.
  • MorgothMorgoth Join Date: 2003-02-04 Member: 13096Members
    that is going to be a fps killing model :o
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    edited October 2003
    use at your own risk!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> i've lessen the polies quite a bit but still too many verts.. the commandline pls.. help <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    this is my 1st model from sratch and i get too many verts.. *dies* <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited October 2003
    If it was a model part to split up I would know, but unfortunately it is the SUBMODEL (or was it the other way round?). I dunno how to do this yet, but I'll keep trying...
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    Isn't the jetpack a submodel by default so there doesn't have to be two in the default marine model [one for black, one for white]? If so, open the default QC and look at what it says, no?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    trial and error ownz... I got it compiled with this:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    $bodygroup jp
    {
    blank
    studio "jp"
    }

    $body studio "c_marine"
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    C_marine is the jpless rines, jp is the jprine without rine (^^), so just the jp.
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    I just applied this to my mdoel, and it works in HLMV (ingame untested though...) and has a nice side effect: The .mdl is smaller in size ^^
    I'm really lookin forward to ya feedback.
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    i still can't get it to work. and one more thing, the jprine and the normal rines are 2 diff models <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> so using the normal rines with the jp doesnt go together.. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    obst, can u mail me the compiled model so i could take a look at it
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited October 2003
    I see their heads are different. I think Cut of the head of the normal rine and make it head.smd. Include the jprine's head in the jp.smd. Then repalce the

    blank

    with a

    studio "head"

    so it looks like:


    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->$bodygroup jp
    {
    studio "head"
    studio "jp"
    }

    $body studio "c_marine"
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    If there are more different parts just include the one that only the normal rine has in the head.smd and the only jp one in the jp.smd.. now THIS should work

    COMPILING THIS WORX!!!! They share the same body, but equipment on the back and the heads are different... I guess that's what you wanted.. I hope so...

    If it doesn't work for you, feel free to tell, I'll send you my smds and the qc then
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    it compiled but the head goes on top of the other head on the jp model LOL.. send me the qc and smd files so i could fiddle with it a bit more.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    I'm sending you the mdl right now, just decompile it. Note: I had to replace the textures by placeholders, but did not change the map in any way (I hope so...)
  • BgBdWoLfBgBdWoLf Join Date: 2003-10-05 Member: 21449Members
    edited October 2003
    don't worry bout the textures, mine are placeholders too, just so i would know which parts are which.

    thanks bro. i wouldn't know how to do this w/o your help.
  • Lone-WolfLone-Wolf Join Date: 2003-09-20 Member: 21046Members
    Maybe ive got an idea what if u put those 2 errrrr things beneath his arms put 2 joysticks on it and theire u go uve got a double minigun beneath arms hmg model. i like that idea and then get it for the heavies to maybe.


    just an idea?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Dr_Zer0Dr_Zer0 Join Date: 2003-07-01 Member: 17840Members
    edited October 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i still can't compile it with the jetpack on. i'm getting the error "too many vertices". what's the exact commandline for the qc so i could compile it? i need help.  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    its upper body looks like a big white blob <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    Thats a sweet model, man. have you got a skin for that yet?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    OK I tested my model (I remade it like <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->$bodygroup jp
    {
    studio "head"
    studio "jp"
    }

    $body studio "c_marine"<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    )

    And it works without flaws ingame, normal rine look normal and JP rine has JP as usual. So this technique WILL DEFINETLY work for your model, too ^^
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