<div class="IPBDescription">It mucks up models!!</div> OK. When exporting .smd with milskhape 1.7.0 beta, it messes up the bones completely! Just wanted to point this out mkay
To fix it: 1) Make a backup of the original decompiled reference smd 2) Edit the model, export the new ref smd 3) Now copy the nodes section out of the orig smd EXAMPLE: <!--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-->nodes 0 "Bip01" -1 1 "Bip01 Pelvis" 0 2 "Bip01 L Thigh" 1 3 "Bip01 L Calf" 2 4 "Bip01 L HorseLink" 3 5 "Bip01 L Foot" 4 end <!--c2--></td></tr></table><span class='postcolor'><!--ec2--> 4) Paste it over the nodes section in the new ref smd, replacing the messed up bones 5) Compile, have fun
Of course if you add new bones do not overwrite them, mkay?
And I remember that ONE crash. After I had finished merging the AVP2 flamer with the normal NS welder and AVP welder, I hit SAVE and it crashed. Yippie, one great model less <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> So my opinion is even if I know how to fix the skel bug I only use the beta for small editing jobs because I of the marked selected faces in 3D view which makes it much easier. But all-in-all, better don't use the beta.. ^^
Not really strange. MS3D's had that compile error for a long time. It had it when I first compiled my first model for NS, way back when. It happens randomly with any model. Doesn't matter if it's intended for NS or not, since there's nothing in the QC file that tells the compiler, "Oh, I'm a model intended for such-and-such game or mod. Please do not compile me properly. kthxbai."
Just delete the skeleton from the MS3D file [you <b><i>did</i></b> save back-ups while you were working, right?], save an other back-up, reimport the skeleton, reassign the vertexes as they should be, recompile. If it's still messed up, pray you made some back-ups. Repeat. It will work fine.
Comments
1) Make a backup of the original decompiled reference smd
2) Edit the model, export the new ref smd
3) Now copy the nodes section out of the orig smd
EXAMPLE:
<!--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-->nodes
0 "Bip01" -1
1 "Bip01 Pelvis" 0
2 "Bip01 L Thigh" 1
3 "Bip01 L Calf" 2
4 "Bip01 L HorseLink" 3
5 "Bip01 L Foot" 4
end
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
4) Paste it over the nodes section in the new ref smd, replacing the messed up bones
5) Compile, have fun
Of course if you add new bones do not overwrite them, mkay?
So my opinion is even if I know how to fix the skel bug I only use the beta for small editing jobs because I of the marked selected faces in 3D view which makes it much easier. But all-in-all, better don't use the beta.. ^^
Just delete the skeleton from the MS3D file [you <b><i>did</i></b> save back-ups while you were working, right?], save an other back-up, reimport the skeleton, reassign the vertexes as they should be, recompile. If it's still messed up, pray you made some back-ups. Repeat. It will work fine.