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FF2 somebody help me about qc?


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king crimson
New Member
Join Date: Dec 2019
Old 01-13-2020 , 04:20   somebody help me about qc?
Reply With Quote #1

hello, i have some problems i'm done rig smd models and now next step use qc yes

well, i have problems compile


Quote:
ERROR: d:\steam\steamapps\common\team fortress 2\tf\download\models\freak_fortress_2\ssup\um p45\ump45.qc(7): - unknown model option "$bodygroup"
ERROR: Aborted Processing on 'freak_fortress_2\ssup\ump45\ump45.mdl'
CROWBAR: Deleted empty temporary compile folder "D:\Steam\steamapps\common\Team Fortress 2\tf\models\freak_fortress_2\ssup\ump45".
... Compiling ".\ump45.qc" finished. Check above for any errors.
still i didn't fixed this problems what i miss?

and my qc is

Quote:
$modelname "freak_fortress_2\ssup\ump45\ump45.mdl"

$model "ssup" "ump45.smd" {

$bodygroup "medic"
{
studio "ump45_face.smd"
blank
}
$bodygroup "medic"
{
studio "ump45_hair.smd"
blank
}
$bodygroup "medic"
{
studio "ump45_mesh.smd"
blank
}

flexfile "ump45.vta"
{
{
defaultflex frame 0
flex "WQ" frame 1
flex "OO" frame 2
flex "MB" frame 3
flex "Y" frame 4
flex "AH" frame 5
flex "AE" frame 6
flex "UH" frame 7
flex "AW" frame 8
flex "EE" frame 9
flex "PP" frame 10
flex "OH" frame 11
flex "TH" frame 12
flex "ER" frame 13
flex "GK" frame 14
flex "N" frame 15
flex "silence" frame 16
flex "happySmall" frame 17
flex "defaultFaceUpper" frame 18
flex "painBigUpper" frame 19
flex "painSmallUpper" frame 20
flex "happyBigUpper" frame 21
flex "happySmallUpper" frame 22
flex "specialAction01" frame 23
flex "defaultFace" frame 24
flex "scared" frame 25
flex "happyBig" frame 26
flex "evilSmile" frame 27
flex "openJaw" frame 28
flex "painScared" frame 29
flex "evilHappyUpper" frame 30
flexpair "CloseLidLo" 1 frame 31
flexpair "CloseLidUp" 1 frame 32
flex "SH" frame 33
flex "FV" frame 34
flex "T" frame 35
flex "DS" frame 36
flex "madUpper" frame 37
flex "specialAction01Upper" frame 38
flex "scaredUpper" frame 39
flex "mad" frame 40
flex "painBig" frame 41
flex "painSmall" frame 42
flex "evilSmileUpper" frame 43
flex "painScaredUpper" frame 44
flex "yellingUpper" frame 45
}

flexcontroller right_CloseLid range -1 1 right_CloseLid
flexcontroller left_CloseLid range -1 1 left_CloseLid
flexcontroller multi_CloseLid range -1 1 multi_CloseLid
flexcontroller blink range 0 1 blink
flexcontroller TH range 0 1 TH
flexcontroller painBigUpper range 0 1 painBigUpper
flexcontroller evilSmileUpper range 0 1 evilSmileUpper
flexcontroller mad range 0 1 mad
flexcontroller GK range 0 1 GK
flexcontroller yellingUpper range 0 1 yellingUpper
flexcontroller painScared range 0 1 painScared
flexcontroller specialAction01Upper range 0 1 specialAction01Upper
flexcontroller N range 0 1 N
flexcontroller evilHappyUpper range 0 1 evilHappyUpper
flexcontroller UH range 0 1 UH
flexcontroller madUpper range 0 1 madUpper
flexcontroller scaredUpper range 0 1 scaredUpper
flexcontroller happyBig range 0 1 happyBig
flexcontroller painSmall range 0 1 painSmall
flexcontroller painBig range 0 1 painBig
flexcontroller painSmallUpper range 0 1 painSmallUpper
flexcontroller defaultFaceUpper range 0 1 defaultFaceUpper
flexcontroller scared range 0 1 scared
flexcontroller silence range 0 1 silence
flexcontroller happySmall range 0 1 happySmall
flexcontroller specialAction01 range 0 1 specialAction01
flexcontroller defaultFace range 0 1 defaultFace
flexcontroller evilSmile range 0 1 evilSmile
flexcontroller painScaredUpper range 0 1 painScaredUpper
flexcontroller happyBigUpper range 0 1 happyBigUpper
flexcontroller happySmallUpper range 0 1 happySmallUpper
flexcontroller ER range 0 1 ER
flexcontroller T range 0 1 T
flexcontroller OH range 0 1 OH
flexcontroller PP range 0 1 PP
flexcontroller DS range 0 1 DS
flexcontroller EE range 0 1 EE
flexcontroller AW range 0 1 AW
flexcontroller WQ range 0 1 WQ
flexcontroller OO range 0 1 OO
flexcontroller MB range 0 1 MB
flexcontroller SH range 0 1 SH
flexcontroller Y range 0 1 Y
flexcontroller FV range 0 1 FV
flexcontroller AH range 0 1 AH
flexcontroller AE range 0 1 AE
flexcontroller openJaw range 0 1 openJaw
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft

%WQ = WQ
%OO = OO
%MB = MB
%SH = SH
%Y = Y
%FV = FV
%AH = AH
%AE = AE
%UH = UH
%AW = AW
%EE = EE
%PP = PP
%OH = OH
%TH = TH
%T = T
%ER = ER
%DS = DS
%GK = GK
%N = N
%silence = silence
%happySmall = happySmall
%madUpper = madUpper
%specialAction01Upper = specialAction01Upper
%defaultFaceUpper = defaultFaceUpper
%scaredUpper = scaredUpper
%painBigUpper = painBigUpper
%painSmallUpper = painSmallUpper
%happyBigUpper = happyBigUpper
%happySmallUpper = happySmallUpper
%specialAction01 = specialAction01
%defaultFace = defaultFace
%scared = scared
%mad = mad
%painBig = painBig
%painSmall = painSmall
%happyBig = happyBig
%evilSmile = evilSmile
%evilSmileUpper = evilSmileUpper
%openJaw = openJaw
%painScared = painScared
%painScaredUpper = painScaredUpper
%evilHappyUpper = evilHappyUpper
%yellingUpper = yellingUpper
}


$cdmaterials "freak_fortress_2\ump45"
$cdmaterials ""
}

$attachment "eyes" "bip_head" 0 -2.42 -4.4 rotate 90 -90 0
$attachment "righteye" "bip_head" -0.98 -2.42 -4.4 rotate 90 -90 0
$attachment "lefteye" "bip_head" 0.98 -2.42 -4.4 rotate 90 -90 0
$attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
$attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
$attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
$attachment "partyhat" "bip_head" -0.1 -6.71 -1.26 rotate 88 90 -180
$attachment "head" "bip_head" -0.1 -7.81 -1.26 rotate 88.3 89.9 179.8
$attachment "eyeglow_L" "bip_head" 1.08 -1.77 -6.14 rotate 64.81 6.74 97.44
$attachment "eyeglow_R" "bip_head" -1.08 -1.77 -6.14 rotate 64.81 173.26 -97.44
$attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
$attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
$attachment "flag" "bip_spine_2" 1.02 3.24 7.93 rotate 1.53 -4.33 -4.18

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 78.915 0



$sequence "ref" "ump45_anims\ref.smd" {
fps 30
}

$sequence "ragdoll" "ump45_anims\ragdoll.smd" {
fps 30
activity "ACT_DIERAGDOLL" 1
}

$includemodel "player/medic_user_animations.mdl"
$includemodel "player/medic_animations.mdl"
$includemodel "workshop/player/animations/medic_workshop_animations.mdl"

$ikchain "rhand" "bip_hand_R" knee 0 0 0
$ikchain "lhand" "bip_hand_L" knee 0 0 0
$ikchain "rfoot" "bip_foot_R" knee 0 0 0
$ikchain "lfoot" "bip_foot_L" knee 0 0 0
$ikchain "medicHose" "joint_hose05" knee 0 0 0

$collisionjoints "ump45_physics.smd"
{
$mass 100
$inertia 10
$damping 0
$rotdamping 7
$rootbone "bip_pelvis"

$jointrotdamping "bip_pelvis" 0

$jointmassbias "prp_coat_front_1_R" 0.75
$jointconstrain "prp_coat_front_1_R" x limit -10 22 0
$jointconstrain "prp_coat_front_1_R" y limit -19 25 0
$jointconstrain "prp_coat_front_1_R" z limit -17 15 0

$jointmassbias "prp_coat_back_1_R" 0.75
$jointconstrain "prp_coat_back_1_R" x limit -10 22 0
$jointconstrain "prp_coat_back_1_R" y limit -19 25 0
$jointconstrain "prp_coat_back_1_R" z limit -17 10 0

$jointmassbias "prp_coat_back_2_R" 0.75
$jointconstrain "prp_coat_back_2_R" x limit -10 22 0
$jointconstrain "prp_coat_back_2_R" y limit -19 25 0
$jointconstrain "prp_coat_back_2_R" z limit -17 24 0

$jointmassbias "prp_coat_back_1_M" 0.75
$jointconstrain "prp_coat_back_1_M" x limit -3 22 0
$jointconstrain "prp_coat_back_1_M" y limit -35 35 0
$jointconstrain "prp_coat_back_1_M" z limit -18 18 0

$jointmassbias "prp_coat_back_2_M" 0.75
$jointconstrain "prp_coat_back_2_M" x limit -3 22 0
$jointconstrain "prp_coat_back_2_M" y limit -19 25 0
$jointconstrain "prp_coat_back_2_M" z limit -17 24 0

$jointmassbias "prp_coat_back_1_L" 0.75
$jointconstrain "prp_coat_back_1_L" x limit -10 22 0
$jointconstrain "prp_coat_back_1_L" y limit -19 25 0
$jointconstrain "prp_coat_back_1_L" z limit -17 24 0

$jointmassbias "prp_coat_back_2_L" 0.75
$jointconstrain "prp_coat_back_2_L" x limit -18 25 0
$jointconstrain "prp_coat_back_2_L" y limit -19 25 0
$jointconstrain "prp_coat_back_2_L" z limit -17 24 0

$jointmassbias "prp_coat_front_1_L" 0.75
$jointconstrain "prp_coat_front_1_L" x limit -10 22 0
$jointconstrain "prp_coat_front_1_L" y limit -35 30 0
$jointconstrain "prp_coat_front_1_L" z limit -10 24 0

$jointmassbias "prp_coat_front_2_L" 0.75
$jointconstrain "prp_coat_front_2_L" x limit -10 22 0
$jointconstrain "prp_coat_front_2_L" y limit -19 25 0
$jointconstrain "prp_coat_front_2_L" z limit -17 24 0

$jointmassbias "bip_hip_R" 0.8
$jointrotdamping "bip_hip_R" 4
$jointconstrain "bip_hip_R" x limit -20 30 0
$jointconstrain "bip_hip_R" y limit -15 15 0
$jointconstrain "bip_hip_R" z limit -12 80 0

$jointmassbias "bip_knee_R" 1.2
$jointrotdamping "bip_knee_R" 3
$jointconstrain "bip_knee_R" x limit 0 0 0
$jointconstrain "bip_knee_R" y limit -8 25 0
$jointconstrain "bip_knee_R" z limit 0 0 0

$jointmassbias "prp_coat_front_2_R" 0.75
$jointconstrain "prp_coat_front_2_R" x limit -10 22 0
$jointconstrain "prp_coat_front_2_R" y limit -19 25 0
$jointconstrain "prp_coat_front_2_R" z limit -25 15 0

$jointmassbias "bip_hip_L" 0.8
$jointrotdamping "bip_hip_L" 4
$jointconstrain "bip_hip_L" x limit -20 30 0
$jointconstrain "bip_hip_L" y limit -79 24 0
$jointconstrain "bip_hip_L" z limit -12 20 0

$jointmassbias "bip_knee_L" 1.2
$jointrotdamping "bip_knee_L" 3
$jointconstrain "bip_knee_L" x limit 0 0 0
$jointconstrain "bip_knee_L" y limit 0 0 0
$jointconstrain "bip_knee_L" z limit -25 8 0

$jointmassbias "bip_foot_L" 0.75
$jointconstrain "bip_foot_L" x limit -15 30 0
$jointconstrain "bip_foot_L" y limit -19 25 0
$jointconstrain "bip_foot_L" z limit -17 24 0

$jointmassbias "bip_spine_1" 1.6
$jointrotdamping "bip_spine_1" 12
$jointconstrain "bip_spine_1" x limit -30 30 0
$jointconstrain "bip_spine_1" y limit -16 16 0
$jointconstrain "bip_spine_1" z limit -20 15 0

$jointmassbias "bip_upperArm_R" 0.8
$jointrotdamping "bip_upperArm_R" 16
$jointconstrain "bip_upperArm_R" x limit -50 40 0
$jointconstrain "bip_upperArm_R" y limit -32 55 0
$jointconstrain "bip_upperArm_R" z limit -80 25 0

$jointmassbias "bip_lowerArm_R" 1.8
$jointrotdamping "bip_lowerArm_R" 4
$jointconstrain "bip_lowerArm_R" x limit 0 0 0
$jointconstrain "bip_lowerArm_R" y limit 0 0 0
$jointconstrain "bip_lowerArm_R" z limit -120 12 0

$jointmassbias "bip_upperArm_L" 0.8
$jointrotdamping "bip_upperArm_L" 16
$jointconstrain "bip_upperArm_L" x limit -40 50 0
$jointconstrain "bip_upperArm_L" y limit -15 48 0
$jointconstrain "bip_upperArm_L" z limit -35 70 0

$jointmassbias "bip_lowerArm_L" 1.8
$jointrotdamping "bip_lowerArm_L" 4
$jointconstrain "bip_lowerArm_L" x limit -25 25 0
$jointconstrain "bip_lowerArm_L" y limit -110 13 0
$jointconstrain "bip_lowerArm_L" z limit 0 0 0

$jointmassbias "bip_head" 1.5
$jointrotdamping "bip_head" 8
$jointconstrain "bip_head" x limit -44 20 0
$jointconstrain "bip_head" y limit -35 35 0
$jointconstrain "bip_head" z limit -26 30 0

$jointmassbias "bip_hand_R" 0.6
$jointrotdamping "bip_hand_R" 8
$jointconstrain "bip_hand_R" x limit -10 30 0
$jointconstrain "bip_hand_R" y limit -8 30 0
$jointconstrain "bip_hand_R" z limit -20 40 0

$jointmassbias "bip_foot_R" 0.75
$jointconstrain "bip_foot_R" x limit -10 22 0
$jointconstrain "bip_foot_R" y limit -19 25 0
$jointconstrain "bip_foot_R" z limit -17 24 0
}

$collisiontext
{
break
{
"model" "player\gibs\medicgib007"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\medicgib001"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\medicgib005"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\medicgib006"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\random_organ"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\medicgib002"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\medicgib003"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\medicgib004"
"health" "0"
"fadetime" "10"
}
break
{
"model" "player\gibs\medicgib008"
"health" "0"
"fadetime" "10"
}
}

$bonemerge "bip_pelvis"
$bonemerge "bip_spine_0"
$bonemerge "bip_spine_1"
$bonemerge "bip_spine_2"
$bonemerge "bip_spine_3"
$bonemerge "bip_neck"
$bonemerge "bip_head"
$bonemerge "bip_collar_L"
$bonemerge "bip_collar_R"
$bonemerge "bip_upperArm_L"
$bonemerge "bip_upperArm_R"
$bonemerge "bip_lowerArm_L"
$bonemerge "bip_lowerArm_R"
$bonemerge "bip_hand_L"
$bonemerge "bip_hand_R"
$bonemerge "weapon_bone"
$bonemerge "weapon_bone_1"
$bonemerge "weapon_bone_L"
$bonemerge "joint_lever"
$bonemerge "joint_hose01"
$bonemerge "joint_hose02"
$bonemerge "joint_hose03"
$bonemerge "joint_hose04"
$bonemerge "joint_hose05"
$bonemerge "medal_bone"
$bonemerge "prp_backpack"
$bonemerge "mvm"
$bonemerge "prop_bone"
$bonemerge "prop_bone_1"
$bonemerge "prop_bone_2"
$bonemerge "prop_bone_3"
$bonemerge "prop_bone_4"
$bonemerge "prop_bone_5"
$bonemerge "prop_bone_6"

```
king crimson is offline
SpookyToad
Member
Join Date: May 2019
Location: dr_berlin_redux
Old 01-14-2020 , 07:28   Re: somebody help me about qc?
Reply With Quote #2

$model "ssup" "ump45.smd" {

Remove {

Last edited by SpookyToad; 01-14-2020 at 07:29.
SpookyToad is offline
king crimson
New Member
Join Date: Dec 2019
Old 01-14-2020 , 12:09   Re: somebody help me about qc?
Reply With Quote #3

Quote:
Originally Posted by SpookyToad View Post
$model "ssup" "ump45.smd" {

Remove {
ERROR: d:\steam\steamapps\common\team fortress 2\tf\download\models\freak_fortress_2\ssup\um p45\ump45.qc(23): - bad command flexfile
ERROR: Aborted Processing on 'freak_fortress_2\ssup\ump45\ump45.mdl'
CROWBAR: Deleted empty temporary compile folder "D:\Steam\steamapps\common\Team Fortress 2\tf\models\freak_fortress_2\ssup\ump45".
... Compiling ".\ump45.qc" finished. Check above for any errors.

i still has problems
king crimson is offline
SpookyToad
Member
Join Date: May 2019
Location: dr_berlin_redux
Old 01-16-2020 , 11:03   Re: somebody help me about qc?
Reply With Quote #4

flexfile "ump45.vta"
{
{

You got second { there
SpookyToad is offline
SpookyToad
Member
Join Date: May 2019
Location: dr_berlin_redux
Old 01-16-2020 , 13:35   Re: somebody help me about qc?
Reply With Quote #5

You also got tons of } which indeed, i recommend you to use "Ready To Rig" qc and just copy paste your parameters
SpookyToad is offline
king crimson
New Member
Join Date: Dec 2019
Old 01-18-2020 , 01:34   Re: somebody help me about qc?
Reply With Quote #6

ERROR: d:\steam\steamapps\common\team fortress
2\tf\download\models\freak_fortress_2\ssup\um p45\ump45.qc(7): - unknown model option "$bodygroup"
ERROR: Aborted Processing on 'freak_fortress_2\ssup\ump45.mdl'
... Compiling ".\ump45.qc" finished. Check above for any errors.

how can I fix this too?
king crimson is offline
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