Hello everybody,

I still try to fix that weird zombie problem. My zombies cannot move when I
compile them myself.

Though I have decompiled valve's classic.mdl model, and I recompiled it
without any modification done on the reference model - the compilation
worked nice.

But in game, my NPC doesn't move. It can just play the attack animation when
I approach it. I think that the zombie's speed is set either in the QC file
or in the SMD animation file. Anyway, it doesn't move :-(

Here's my QC file I got from mdldecompiler.exe. I compiled the model with
StudioMdl (from Valve ). I have also tried StudioCompiler.exe but I didn't
find the way to compile a specified .QC file.

To end, I have had a look at TWL, Polycount and Google... I didn't find any
problem like mine :-(

If anybody could help me ( Valve, you there? ), it would be cool because I
cannot go on with my little trash mod. I know my trash mod just handles
level transitions and a bad aiming system, but this is not a reason not to
reply to me :-)

HERE IS MY QC FILE'S CONTENT

$modelname "Zombies/Zombie/Classic.mdl"
$model "studio" "Zombie_reference.smd"
$lod 10
 {
  replacemodel "Zombie_reference" "lod1_Zombie_reference"
}
$lod 20
 {
  replacemodel "Zombie_reference" "lod2_Zombie_reference"
}
$lod 35
 {
  replacemodel "Zombie_reference" "lod3_Zombie_reference"
}
$lod 60
 {
  replacemodel "Zombie_reference" "lod4_Zombie_reference"
}
$lod 90
 {
  replacemodel "Zombie_reference" "lod5_Zombie_reference"
}
$lod 120
 {
  replacemodel "Zombie_reference" "lod6_Zombie_reference"
}
$lod 140
 {
  replacemodel "Zombie_reference" "lod7_Zombie_reference"
}
$poseparameter move_yaw -180.00 180.00 360.00
$cdmaterials "models\zombie_classic\"
$cdmaterials "models\headcrab_classic\"
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Spine1" -8.500  -3.840  -7.120  15.500  9.840
7.730
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.000  -3.500  -2.500  11.000  3.500
2.500
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.500  -1.860  -1.900  10.500  3.110
2.360
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.780  -1.000  6.000  1.230  2.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.000  -3.500  -2.500  11.000  3.500
2.500
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500  -1.890  -1.600  10.500  3.090
2.660
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000  -1.780  -2.500  6.000  1.230  0.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -4.000  -3.730  17.250  4.000
4.290
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -4.870  -3.540  17.250  3.180
2.630
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.500  -2.000  -2.500  7.500  2.000
2.500
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -4.000  -3.730  17.250  4.000
4.290
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -4.920  -3.120  17.250  3.250
2.650
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.500  -2.000  -2.500  7.500  2.000
2.500
$hbox 1 "ValveBiped.HC_Body_Bone" -6.590  -5.000  -5.760  8.500  5.000
6.240
// Model uses material "Zombie_Classic_sheet.vmt"
// Model uses material "headcrabsheet.vmt"
$attachment "headcrab" "ValveBiped.HC_Body_Bone" -4.49 -1.32 -0.02 rotate
-0.00 20.25 29.25
$attachment "eyes" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00
0.00 -50.00
$attachment "head" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00
0.00 -50.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -3.00 6.00 0.00 rotate 0.00
60.00 90.00
$attachment "maw" "ValveBiped.Bip01_Spine2" -0.00 8.00 0.00 rotate 0.00
90.00 90.00
$attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" -0.00 -0.00 0.00
rotate -0.00 -0.00 0.00
$attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 -0.00 0.00
rotate 0.00 -0.00 0.00
$surfaceprop "zombieflesh"
$eyeposition 0.000 0.000 64.000
$illumposition 6.562 -2.972 31.757
$sequence Idle01 "Idle01" loop ACT_IDLE 1 fps 30.00
$animation a_WalkS "a_WalkS" loop fps 24.000000
$animation a_WalkSE "a_WalkSE" loop fps 24.000000
$animation a_WalkE "a_WalkE" loop fps 24.000000
$animation a_WalkNE "a_WalkNE" loop fps 24.000000
$animation a_walk1 "a_walk1" loop fps 24.000000
$animation a_WalkNW "a_WalkNW" loop fps 24.000000
$animation a_WalkW "a_WalkW" loop fps 24.000000
$animation a_WalkSW "a_WalkSW" loop fps 24.000000
$sequence walk "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 5 }
  { event AE_ZOMBIE_STEP_RIGHT 15 }
  { event AE_ZOMBIE_SCUFF_LEFT 20 }
  { event AE_ZOMBIE_STEP_LEFT 28 }
  { event AE_ZOMBIE_STEP_RIGHT 38 }
  { event AE_ZOMBIE_SCUFF_LEFT 40 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk1 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk2 "a_walk2" loop fps 24.000000
$sequence walk2 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 7 }
  { event AE_ZOMBIE_SCUFF_RIGHT 10 }
  { event AE_ZOMBIE_STEP_RIGHT 21 }
  { event AE_ZOMBIE_STEP_LEFT 31 }
  { event AE_ZOMBIE_SCUFF_RIGHT 34 }
  { event AE_ZOMBIE_STEP_RIGHT 44 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk2 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_walk3 "a_walk3" loop fps 24.000000
$sequence walk3 "a_WalkS" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 7 }
  { event AE_ZOMBIE_STEP_RIGHT 18 }
  { event AE_ZOMBIE_SCUFF_LEFT 21 }
  { event AE_ZOMBIE_STEP_LEFT 32 }
  { event AE_ZOMBIE_STEP_RIGHT 40 }
  { event AE_ZOMBIE_SCUFF_LEFT 44 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE a_walk3 a_WalkNW a_WalkW a_WalkSW a_WalkS
}
$animation a_Walk4 "a_Walk4" loop fps 24.000000
$sequence walk4 "a_Walk4" loop ACT_WALK 1 fps 24.00 {
  { event AE_ZOMBIE_STEP_LEFT 4 }
  { event AE_ZOMBIE_STEP_RIGHT 16 }
  { event AE_ZOMBIE_STEP_LEFT 22 }
  { event AE_ZOMBIE_STEP_RIGHT 28 }
  { event AE_ZOMBIE_STEP_LEFT 43 }
  { event AE_ZOMBIE_STEP_RIGHT 49 }
  { event AE_ZOMBIE_STEP_LEFT 58 }
  { event AE_ZOMBIE_STEP_RIGHT 67 }
}

$sequence FireWalk "FireWalk" loop ACT_WALK_ON_FIRE 1 fps 30.00
$sequence FireIdle "FireIdle" loop ACT_IDLE_ON_FIRE 1 fps 30.00
$sequence attackA "attackA" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_RIGHT 25 }
}

$sequence attackB "attackB" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_RIGHT 25 }
}

$sequence attackC "attackC" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
}

$sequence attackD "attackD" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
}

$sequence attackE "attackE" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_BOTH 25 }
}

$sequence attackF "attackF" ACT_MELEE_ATTACK1 2 fps 30.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_BOTH 25 }
}

$sequence swatleftmid "swatleftmid" ACT_ZOM_SWATLEFTMID 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 9 }
}

$sequence swatrightmid "swatrightmid" ACT_ZOM_SWATRIGHTMID 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 9 }
}

$sequence swatleftlow "swatleftlow" ACT_ZOM_SWATLEFTLOW 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 15 }
}

$sequence swatrightlow "swatrightlow" ACT_ZOM_SWATRIGHTLOW 1 fps 30.00 {
  { event AE_ZOMBIE_STARTSWAT 1 }
  { event AE_ZOMBIE_SWATITEM 18 }
}

$sequence releasecrab "releasecrab" ACT_ZOM_RELEASECRAB 1 fps 30.00
$sequence physflinch1 "physflinch1" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch2 "physflinch2" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence physflinch3 "physflinch3" ACT_FLINCH_PHYSICS 1 fps 30.00
$sequence smashfall64 "smashfall64" fps 30.00 {
  { event AE_NPC_BODYDROP_HEAVY 10 }
  { event AE_NPC_BODYDROP_HEAVY 27 }
  { event AE_NPC_BODYDROP_HEAVY 37 }
  { event AE_ZOMBIE_GET_UP 75 }
}

$sequence slump_a "slump_a" loop fps 30.00
$sequence slumprise_a "slumprise_a" fps 30.00 {
  { event AE_NPC_LEFTFOOT 15 }
  { event AE_NPC_RIGHTFOOT 50 }
  { event AE_ZOMBIE_GET_UP 80 }
}

$sequence slumprise_a_attack "slumprise_a_attack" fps 30.00 {
  { event AE_NPC_LEFTFOOT 15 }
  { event AE_NPC_RIGHTFOOT 50 }
  { event AE_ZOMBIE_GET_UP 80 }
  { event AE_ZOMBIE_ATTACK_SCREAM 16 }
  { event AE_ZOMBIE_ATTACK_RIGHT 36 }
}

$sequence slumprise_a2 "slumprise_a2" fps 30.00 {
  { event AE_NPC_RIGHTFOOT 16 }
  { event AE_NPC_RIGHTFOOT 22 }
  { event AE_ZOMBIE_GET_UP 24 }
}

$sequence slump_b "slump_b" loop fps 30.00
$sequence slumprise_b "slumprise_b" fps 30.00 {
  { event AE_NPC_LEFTFOOT 13 }
  { event AE_NPC_RIGHTFOOT 27 }
  { event AE_ZOMBIE_GET_UP 57 }
}

$sequence Breakthrough "Breakthrough" fps 30.00
$sequence canal5await "canal5await" fps 30.00
$sequence canal5aattack "canal5aattack" fps 30.00
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
$sequence flinch1inDelta "flinch1inDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch1inFrame "flinch1inFrame" fps 30.00
$sequence flinch1CoreDelta "flinch1CoreDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch1OutFrame "flinch1OutFrame" fps 30.00
$sequence flinch1outDelta "flinch1outDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch1 "flinch1" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2inDelta "flinch2inDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2inFrame "flinch2inFrame" fps 30.00
$sequence flinch2CoreDelta "flinch2CoreDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2OutFrame "flinch2OutFrame" fps 30.00
$sequence flinch2outDelta "flinch2outDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch2 "flinch2" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3inDelta "flinch3inDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3inFrame "flinch3inFrame" fps 30.00
$sequence flinch3CoreDelta "flinch3CoreDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3OutFrame "flinch3OutFrame" fps 30.00
$sequence flinch3outDelta "flinch3outDelta" fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence flinch3 "flinch3" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 subtract
mdldecompiler_delta.smd 0
$sequence Tantrum "Tantrum" loop ACT_ZOMBIE_TANTRUM 1 fps 30.00
$sequence WallPound "WallPound" loop ACT_ZOMBIE_WALLPOUND 1 fps 30.00 {
  { event AE_ZOMBIE_POUND 14 }
  { event AE_ZOMBIE_POUND 35 }
}

$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.640 0.769 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee  0.607 0.795 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.545 -0.838 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.518 -0.855 -0.000
$collisionjoints "zombie_reference.smd" {

        $mass 100.0
        $inertia 10.00
        $damping 0.10
        $rotdamping 3.00
        $rootbone "valvebiped.bip01_pelvis"
        $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

        $jointconstrain "valvebiped.bip01_spine2" x limit -44.00 44.00 0.20
        $jointconstrain "valvebiped.bip01_spine2" y limit -39.00 39.00 0.20
        $jointconstrain "valvebiped.bip01_spine2" z limit -32.00 50.00 0.20

        $jointconstrain "valvebiped.bip01_r_clavicle" x limit -30.00 30.00
0.20
        $jointconstrain "valvebiped.bip01_r_clavicle" y limit -46.00 46.00
0.20
        $jointconstrain "valvebiped.bip01_r_clavicle" z limit -26.00 48.00
0.20

        $jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00
0.20
        $jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00
0.20
        $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 28.00
0.20

        $jointconstrain "valvebiped.bip01_l_clavicle" x limit -30.00 30.00
0.20
        $jointconstrain "valvebiped.bip01_l_clavicle" y limit -46.00 46.00
0.20
        $jointconstrain "valvebiped.bip01_l_clavicle" z limit -26.00 48.00
0.20

        $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00
0.20
        $jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00
0.20
        $jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00
0.20

        $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00
0.20

        $jointconstrain "valvebiped.bip01_l_hand" x limit -55.00 55.00 0.20
        $jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.20
        $jointconstrain "valvebiped.bip01_l_hand" z limit -55.00 55.00 0.20

        $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00
0.20

        $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20
        $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20
        $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20

        $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20

        $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
        $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20
        $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20

        $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.20
        $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20
        $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20

        $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20
        $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20

        $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
        $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20
        $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20

        $jointconstrain "valvebiped.bip01_r_hand" x limit -55.00 55.00 0.20
        $jointconstrain "valvebiped.bip01_r_hand" y limit -55.00 55.00 0.20
        $jointconstrain "valvebiped.bip01_r_hand" z limit -55.00 55.00 0.20
}



HERE IS MY BATCH FILE TO COMPILE MY MODEL

@"c:\program
files\valve\steam\steamapps\MY_STEAM_ACCOUNT\sourcesdk\bin\studiomdl.exe"
-game "c:\program files\valve\steam\steamapps\SourceMods\tmod"
"C:\TrashMod\modelsrc\NPC\zombie\zombie.qc" %1 %2 %3 %4 %5 %6 %7 %8


Any Idea of the problem? If needed, I can host a ZIP file with all my SMD's
files etc...

Thank you very much, and reply to me, I'm lost... lost and so lost...

Yorus



--Thomas TISSOT-DUPONT



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