Hey I need some help please, Its saying this when I try and compile "**ERROR** Model has to many vertexes" What does this mean? And does anyone know how to fix it?
delete half of the model, and export that to a second reference mesh, edit undo, and select the other half, delete it and export it to a seperate reference smd.
Eh I can't understand what yor saying, here's what I do.
Open the .3dsmax file in lith unwrap, file> save as .3ds milkshape Open the model in milkshape, click joint and add a joint anywhere, I go the joint tab and click select unassigned, then I click assign to the joint I added earlier. Then I go to materials tab, click one of the two materials, and click where is says <none> and import the 512x512 .bmp texture rgb mode, 256 color texture, for each one. Then I go to File>export>Half-Life SMD save it as glock, and click reference. Then I File>export>half-life SMD and save it as glock_idle and choose sequence, then I go to Tools> Half-Life generate .qc file, name it glock and open it. then I do everything like a normal compile, replacing sequence in each with what I saved them as. Then I click compile .qc and I get the error. Tell me what I'm doing wrong? I think it might be the texture importing, The last time I compiled a model it worked and I did all these steps <b>Except</b> importing the textures, they were done for me. So maybe I'm screwing up there.
<!--QuoteBegin-Delarosa+May 26 2004, 05:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ May 26 2004, 05:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this means that milkshape thinks that you are trying to break the HL engine.
there are two ways around this...
Easy Way:
download and atempt to compile via MS-Dos using the studiomdl.exe file
delete half of the model, and export that to a second reference mesh, edit undo, and select the other half, delete it and export it to a seperate reference smd.
edit your QC to look like this:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//reference mesh(es) $body "studio" "<first>_ref" $body "studio" "<second>_ref" <!--c2--></td></tr></table><div class='postcolor'><!--ec2--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I also had the same problem yesterday and fixed it by using the 2nd solution <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Delarosa+May 26 2004, 01:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ May 26 2004, 01:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you are able to post it up, i'll compile a W_ model for you... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thanks, but the W model or P isn't really important, Like I said, I just need V .mdl for skinning, I'll try and get the poly count from my friend tomorrow. Did I do the texture thing right? Is there supposed to be indexed color? or somethin?
<!--QuoteBegin-[GL]FattyTheGorge+May 26 2004, 09:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([GL]FattyTheGorge @ May 26 2004, 09:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Delarosa+May 26 2004, 01:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ May 26 2004, 01:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you are able to post it up, i'll compile a W_ model for you... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thanks, but the W model or P isn't really important, Like I said, I just need V .mdl for skinning, I'll try and get the poly count from my friend tomorrow. Did I do the texture thing right? Is there supposed to be indexed color? or somethin? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Textures in HL must be 256 colors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-[GL]FattyTheGorge+May 26 2004, 03:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([GL]FattyTheGorge @ May 26 2004, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah how do I check if its 256 colors... I have it 8 bit RGB color mode, maybe I should put it to indexed? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> indexed it is...
i'm new to milkshape, is there someone that could explain how I start and then delete the alien's attacking animation and the firing marine animations?
are there any already made NS models that delete it? it would be good
Comments
there are two ways around this...
Easy Way:
download and atempt to compile via MS-Dos using the studiomdl.exe file
Faster non-msdos way:
in the QC file, you should find the following:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//reference mesh(es)
$body "studio" "<whatever>_ref"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
delete half of the model, and export that to a second reference mesh, edit undo, and select the other half, delete it and export it to a seperate reference smd.
edit your QC to look like this:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//reference mesh(es)
$body "studio" "<first>_ref"
$body "studio" "<second>_ref"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Open the .3dsmax file in lith unwrap, file> save as .3ds milkshape
Open the model in milkshape, click joint and add a joint anywhere, I go the joint tab and click select unassigned, then I click assign to the joint I added earlier.
Then I go to materials tab, click one of the two materials, and click where is says <none> and import the 512x512 .bmp texture rgb mode, 256 color texture, for each one. Then I go to File>export>Half-Life SMD save it as glock, and click reference. Then I File>export>half-life SMD and save it as glock_idle and choose sequence, then I go to Tools> Half-Life generate .qc file, name it glock and open it. then I do everything like a normal compile, replacing sequence in each with what I saved them as. Then I click compile .qc and I get the error. Tell me what I'm doing wrong? I think it might be the texture importing, The last time I compiled a model it worked and I did all these steps <b>Except</b> importing the textures, they were done for me. So maybe I'm screwing up there.
there are two ways around this...
Easy Way:
download and atempt to compile via MS-Dos using the studiomdl.exe file
Faster non-msdos way:
in the QC file, you should find the following:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//reference mesh(es)
$body "studio" "<whatever>_ref"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
delete half of the model, and export that to a second reference mesh, edit undo, and select the other half, delete it and export it to a seperate reference smd.
edit your QC to look like this:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//reference mesh(es)
$body "studio" "<first>_ref"
$body "studio" "<second>_ref"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I also had the same problem yesterday and fixed it by using the 2nd solution <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Thanks, but the W model or P isn't really important, Like I said, I just need V .mdl for skinning, I'll try and get the poly count from my friend tomorrow. Did I do the texture thing right? Is there supposed to be indexed color? or somethin?
Thanks, but the W model or P isn't really important, Like I said, I just need V .mdl for skinning, I'll try and get the poly count from my friend tomorrow. Did I do the texture thing right? Is there supposed to be indexed color? or somethin? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Textures in HL must be 256 colors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
indexed it is...
Error loading texture:
Error Downloading Material:
And If i try and do a reference it crashes
are there any already made NS models that delete it? it would be good
thanks in advance
You wouldn't be able to play on a server with consistency checking anyway.