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Messages - Kaesar

#1
Bug Reports / Re: Prop_dynamic collision bug
September 09, 2020, 01:24:59 PM
Sorry for dump. But there are news about Mr.Fudge's problem?. I'm not using WW right now, but well, I'm making an animated prop for gmod with $collsionjoints and it works pefectly in model viewer but not ingame it spawns 90 degress.
#2
Bug Reports / Re: SMD Exporter problem CS:GO
October 11, 2015, 07:03:08 AM
Hi, It's me again,

After a few weeks looking for "What" make the possible new "slerpbone crash" on servers, We haven't found anything. This happens completely random (As always) and I think now more than ever that it's a problem with the extracted skeleton of 3DSMax, as I said in above posts. I think that I do the models 99% as the original one (Same .QC, same .smd's), the 1% is the different order of the bones.

I tried many things, download new software (Milkshape, GMAx...) with support with .smd and an exporter that doesn't change the order of the bones, in order to find a solution exporting the model from 3DSMax rigged and convert it with 'good' skeleton, but it's impossible, the skeletons are incompatible, I tried too edit manually the .smd, but nothing.

I know that it's a 3DSMax thing, he export the skeleton and reorders as he thinks correct. I know that it's Valve problem, they don't care about this "crash" from years.

Simply say my theory is that right now We can't do CSGO playermodels with 3DSMax. Because the motor fails when the skeleton order change on custom playermodels. I have hours of tests on servers with bots, and ppl testing my models on public servers and getting crashes, and when they remove the model, 0 problems. And well, I have the proof  of the "old slerpbone problem", I fixed it extracting a good skeleton with good bone order.

I don't know if one day this will be fixed, I only hope so.
#3
Bug Reports / Re: SMD Exporter problem CS:GO
September 19, 2015, 03:05:05 PM
I know It's happens only on Zombie Reloaded servers, I guess for too many model change on the round, and Valve don't care about the mods and when they do the models right, so we're on the shit if we hope a fix, its happens from like one year ago (Hallowen update).

I'll think about get some new 3DSMax version, I use 2012. But I'm not sure, because if it happens only with this skeleton... If you have a momment, Can you do last thing for me? Always If you use 3DSMax 2014/15 can you just Import the .smd and export, and see if it happens? I will appreciate it and I'm saving time, It's jus a momment.

https://drive.google.com/file/d/0BxAWIML840OFeEQxWHgzR3pMaE0/view?usp=sharing

Thanks again.



#4
Bug Reports / Re: SMD Exporter problem CS:GO
September 19, 2015, 01:16:53 PM
The problem is that only happens on this F#$@ing skeleton. It's happened on the old csgo skeleton too, but I just fix it importing the original skeleton and export and all fine, but on this one I can't do nothing, I always export a "wrong" skeleton, I know that it's not a WW problem, if I extract to .FBX or other format I get the wrong skeleton too. It's 3DSMax thing, because on Milkshape for example I tested it and the exporter do a good work and don't change the order of bones, but I don't know rig on Milkshape so shit.

Not is the number of the bones, it's the order of them, I just guess that on some times the motor don't read well the skeleton and the server crash. I'm 100% sure of this, I did many tests.

So " '81 "smdimport"  -1' " don't care, it's because I used the old cannonfodders exporter to do the example.

My principal question was if is possible do a "good" export. But if We assume that it's 3DSMax thing...I don't know what to do.

Thanks for answers.



#5
Bug Reports / SMD Exporter problem CS:GO
September 19, 2015, 11:39:06 AM
Hi,

These days Valve did an update of CSGO, and it change the skeleton/animations and other things... the problem is the next; on Zombie Reloaded Servers (The most famous mod on CSGO) there is a crash called "SlerpBone" it's happens when the playermodel has a "wrong" skeleton and on some ramdom times the engine crash.

On the old csgo skeleton, I found the way to do it fine but on this new one the exporter F#$@ it, I explain more or less:

When I import the model to 3DSMax I have it;

version 1
nodes
  0 "pelvis" -1
  1 "spine_0" 0
  2 "spine_1" 1
  3 "spine_2" 2
  4 "spine_3" 3
  5 "neck_0" 4
  6 "head_0" 5
  7 "clavicle_L" 4
  8 "arm_upper_L" 7
  9 "arm_lower_L" 8
  10 "hand_L" 9
  11 "finger_middle_meta_L" 10
  12 "finger_middle_0_L" 11
  13 "finger_middle_1_L" 12
  14 "finger_middle_2_L" 13
  15 "finger_pinky_meta_L" 10
  16 "finger_pinky_0_L" 15
  17 "finger_pinky_1_L" 16
  18 "finger_pinky_2_L" 17
  19 "finger_index_meta_L" 10
  20 "finger_index_0_L" 19
  21 "finger_index_1_L" 20
  22 "finger_index_2_L" 21
  23 "finger_thumb_0_L" 10
  24 "finger_thumb_1_L" 23
  25 "finger_thumb_2_L" 24
  26 "finger_ring_meta_L" 10
  27 "finger_ring_0_L" 26
  28 "finger_ring_1_L" 27
  29 "finger_ring_2_L" 28
  30 "weapon_hand_L" 10
  31 "arm_lower_L_TWIST" 9
  32 "arm_lower_L_TWIST1" 9
  33 "arm_upper_L_TWIST" 8
  34 "arm_upper_L_TWIST1" 8
  35 "clavicle_R" 4
  36 "arm_upper_R" 35
  37 "arm_lower_R" 36
  38 "hand_R" 37
  39 "finger_middle_meta_R" 38
  40 "finger_middle_0_R" 39
  41 "finger_middle_1_R" 40
  42 "finger_middle_2_R" 41
  43 "finger_pinky_meta_R" 38
  44 "finger_pinky_0_R" 43
  45 "finger_pinky_1_R" 44
  46 "finger_pinky_2_R" 45
  47 "finger_index_meta_R" 38
  48 "finger_index_0_R" 47
  49 "finger_index_1_R" 48
  50 "finger_index_2_R" 49
  51 "finger_thumb_0_R" 38
  52 "finger_thumb_1_R" 51
  53 "finger_thumb_2_R" 52
  54 "finger_ring_meta_R" 38
  55 "finger_ring_0_R" 54
  56 "finger_ring_1_R" 55
  57 "finger_ring_2_R" 56
  58 "weapon_hand_R" 38
  59 "arm_lower_R_TWIST" 37
  60 "arm_lower_R_TWIST1" 37
  61 "arm_upper_R_TWIST" 36
  62 "arm_upper_R_TWIST1" 36
  63 "leg_upper_L" 0
  64 "leg_lower_L" 63
  65 "ankle_L" 64
  66 "ball_L" 65
  67 "leg_upper_L_TWIST" 63
  68 "leg_upper_L_TWIST1" 63
  69 "leg_upper_R" 0
  70 "leg_lower_R" 69
  71 "ankle_R" 70
  72 "ball_R" 71
  73 "leg_upper_R_TWIST" 69
  74 "leg_upper_R_TWIST1" 69
  75 "ValveBiped.weapon_bone" 38
  76 "lh_ik_driver" 10
  77 "lean_root" -1
  78 "lfoot_lock" 66
  79 "rfoot_lock" 72
  80 "primary_jiggle_jnt" 3
end


When I export with 3DSMax I get it:

nodes
  0 "pelvis"  -1
  1 "spine_0"   0
  2 "spine_1"   1
  3 "spine_2"   2
  4 "spine_3"   3
  5 "neck_0"   4
  6 "head_0"   5
  7 "clavicle_L"   4
  8 "arm_upper_L"   7
  9 "arm_lower_L"   8
10 "hand_L"   9
11 "finger_middle_meta_L"  10
12 "finger_middle_0_L"  11
13 "finger_middle_1_L"  12
14 "finger_middle_2_L"  13
15 "finger_pinky_meta_L"  10
16 "finger_pinky_0_L"  15
17 "finger_pinky_1_L"  16
18 "finger_pinky_2_L"  17
19 "finger_index_meta_L"  10
20 "finger_index_0_L"  19
21 "finger_index_1_L"  20
22 "finger_index_2_L"  21
23 "finger_thumb_0_L"  10
24 "finger_thumb_1_L"  23
25 "finger_thumb_2_L"  24
26 "finger_ring_meta_L"  10
27 "finger_ring_0_L"  26
28 "finger_ring_1_L"  27
29 "finger_ring_2_L"  28
30 "weapon_hand_L"  10
31 "lh_ik_driver"  10
32 "arm_lower_L_TWIST"   9
33 "arm_lower_L_TWIST1"   9
34 "arm_upper_L_TWIST"   8
35 "arm_upper_L_TWIST1"   8
36 "clavicle_R"   4
37 "arm_upper_R"  36
38 "arm_lower_R"  37
39 "hand_R"  38
40 "finger_middle_meta_R"  39
41 "finger_middle_0_R"  40
42 "finger_middle_1_R"  41
43 "finger_middle_2_R"  42
44 "finger_pinky_meta_R"  39
45 "finger_pinky_0_R"  44
46 "finger_pinky_1_R"  45
47 "finger_pinky_2_R"  46
48 "finger_index_meta_R"  39
49 "finger_index_0_R"  48
50 "finger_index_1_R"  49
51 "finger_index_2_R"  50
52 "finger_thumb_0_R"  39
53 "finger_thumb_1_R"  52
54 "finger_thumb_2_R"  53
55 "finger_ring_meta_R"  39
56 "finger_ring_0_R"  55
57 "finger_ring_1_R"  56
58 "finger_ring_2_R"  57
59 "weapon_hand_R"  39
60 "ValveBiped.weapon_bone"  39
61 "arm_lower_R_TWIST"  38
62 "arm_lower_R_TWIST1"  38
63 "arm_upper_R_TWIST"  37
64 "arm_upper_R_TWIST1"  37
65 "primary_jiggle_jnt"   3
66 "leg_upper_L"   0
67 "leg_lower_L"  66
68 "ankle_L"  67
69 "ball_L"  68
70 "lfoot_lock"  69
71 "leg_upper_L_TWIST"  66
72 "leg_upper_L_TWIST1"  66
73 "leg_upper_R"   0
74 "leg_lower_R"  73
75 "ankle_R"  74
76 "ball_R"  75
77 "rfoot_lock"  76
78 "leg_upper_R_TWIST"  73
79 "leg_upper_R_TWIST1"  73
80 "lean_root"  -1
81 "smdimport"  -1
end



When it's happens and the bones don't have the same numbers, the crash appears.


The question is; Is possible do anything with the exporter to export the skeleton like the imported one? I tested it on Milkshape and it's nice, so it's possible. I have tried with the 3 exporters on 3DSMax and all have the same problem. If you can help me with that would be nice, because if you use 3DSMax you're F#$@ed.

Thanks!
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