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 hl2 beta porting problem

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Sergeant Stacker

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PostSubject: hl2 beta porting problem   hl2 beta porting problem EmptySun Apr 24, 2011 10:39 am

I've been attempting to port the gunship projectile model from the leak since the decompiler was released on the hl-beta project website. It decompiled fine but when I tried to compile it for retail I got this error
hl2 beta porting problem Portproblems
FFFFFFFFFFFUUUUUUUUUUUUUU

So, does anyone know how to solve this problem?
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TheFurryCleric
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PostSubject: Re: hl2 beta porting problem   hl2 beta porting problem EmptySun Apr 24, 2011 11:40 am

Hmm i had that before.... Uhh fuck forgot how to fix it. Something with the animations missing an output. Gimme the .Qc and i shall fix it!
(I got alot of experience with porting xD)
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Sergeant Stacker

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PostSubject: Re: hl2 beta porting problem   hl2 beta porting problem EmptySun Apr 24, 2011 12:45 pm

http://www.mediafire.com/?h1x19px7hhh2979
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TheFurryCleric
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PostSubject: Re: hl2 beta porting problem   hl2 beta porting problem EmptySun Apr 24, 2011 1:00 pm

couldnt u just copy past it :'3?

EDIT:

As i expected. Replace everything inside the Qc with this;

Code:
$cd ".\"
$modelname "gunship_projectile.mdl"
$model "Body" "gunship_projectile.smd"
$cdmaterials "models/gunship_projectile/"
$surfaceprop "default"
$eyeposition 0.000 0.000 0.000
$illumposition 2.836 -0.539 4.880
$sequence idle "idle"  ACT_IDLE 1 fps 30.000000
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Sergeant Stacker

Sergeant Stacker


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Age : 124
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PostSubject: Re: hl2 beta porting problem   hl2 beta porting problem EmptySun Apr 24, 2011 2:49 pm

Alright, it worked. Thanks dude Very Happy
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TheFurryCleric
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PostSubject: Re: hl2 beta porting problem   hl2 beta porting problem EmptySun Apr 24, 2011 3:04 pm

Hehe i knew it would xP actually there was 99,9% chance that it would work x3
But yeah important lesson and you'll incounter that alot.

IF you find an animation such as
$sequence reloadgun "reload01" 1 fps 30.000000

and there is NO ACT_ then it'll give you a V.1 error. it's easly fixed, heres some examples;

$sequence WeaponIdle "idle" 1 fps 30.000000
-To fix, add in between "idle" and 1 ACT_VM_IDLE

$sequence Fire01 "fire" 1 fps 30.000000
-as before add in ACT_VM_SHOOT or FIRE

$sequence idle "idle" 1 fps 30.000000
-Different wise Props/ragdolls doesnt need the VM so to fix this one add in ACT_IDLE or use STILL

Thats just a few things, to point out what most of it means; VM = ViewModel, For a prop use WM(Worldmodel) If thats even necessary. the fps 30.000000 tells the compiler how many frames to make the animation in. If im not very wrong, for props use 50.000000 and for viewmodels use 30.000000 I cant remeber. Long time no see.

Next thing, the first word such as "Fire01" is the name of the .Smd used for the animation, the next word marked with "" is the name OF the animation that will be shown in Hammer/Model viewer and so on. And well, the name of the animation has very little value. As its the ACT_ that tells the game which animation to use, as it's written into the bin files in the game. So if you type ACT_VM_RELOAD1 it cant find ACT_VM_RELOAD and will just give you a dead silent weapon (Something GH should learn before he starts porting stuff -.-) Well thats about it :P need more help talk to me. Just found my old Prefab Qc's can make the prop static or physic for ya if you wish Smile

-Josh
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