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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization > Customization Help and Troubleshooting
mAn
Sorry it's my first time make a model

My English poor...oTL

There's nothing happend when I compile(MS3D)...(no mdl file created)

And it's compiler output

QUOTE
illegal parent bone replacement in sequence "dummy"
"Bip01 L Hand" has "Bip01 L Forearm", reference has "Bip01 L Arm2"
illegal parent bone replacement in sequence "dummy"
"-- L wrist" has "Bip01 L Forearm", ref8#@erence has "Bip01 L Arm2"
illegal parent bone replacement in sequence "dummy"
"-- L Elbow" has "Bip01 L UpperArm", reference has "Bip01 L Arm1"
illegal parent bone replacement in sequence "dummy"
"-- L bicep twist" has "Bip01 L UpperArm", reference has "Bip01 L Arm1"
illegal parent bone replacement in sequence "dummy"
"-- L shoulder outside" has "Bip01 L Clavicle", reference has "Bip01 L Arm"
etc......

What should I do sad-fix.gif
sheena_yanai
read carefully.. the error message is self explainatory ..most of the time

looks like you used a wrong qc file.... hmm..the bones are called different, and it seems there are more bones than the model have.. or other way. just edit the qc file to fit the bone names in the model you want to compile

looks pretty messed up

illegal parent bone replacement in sequence "dummy" - you replaced bones different smd?

it looks like you took a model from somewhere else, or a own model with non standard bone names ... and try to compile it with a smd file from another model...

"Bip01 L Hand" has "Bip01 L Forearm"<--- what you have

, reference has "Bip01 L Arm2"<--- says what it should be
Obst
It has almost nothing to do with the .qc.

This is the error you encounter when the bones in the sequence .smds are named differently than the ones in the reference.

This often happened to me when using Milkshape 1.7.0, I don't know about more recent version (there are some, but I haven't tested them) because I am still happy with my 1.6.5x , in which I don't have thsi problem.
sheena_yanai
oh...yeah..looks more plausible.. thats just a big messup...
Obst
This happens when importing/exporting into MS3D.

The easiest fix would be to get another version of MS3D,
OR:

After decompiling the original .dml, open the reference .smd's and look for the part with
CODE
nodes
 0 "Bip01"  -1
 1 "Bip01 Pelvis"   0
 2 "Bip01 Spine"   1
 3 "Bip01 Spine1"   2
 4 "Bip01 Spine2"   3
 5 "Bip01 Spine3"   4
 6 "Bip01 Neck"   5
 7 "Bip01 Head"   6
 8 "mouth"   7
 9 "Bip01 L Clavicle"   6
10 "Bip01 L UpperArm"   9
11 "Bip01 L Forearm"  10
12 "Bip01 L Hand"  11
13 "Bip01 L Finger0"  12
14 "Bip01 L Finger01"  13
15 "Bip01 L Finger1"  12
16 "Bip01 L Finger11"  15
17 "-- L knuckle"  15
18 "-- L wrist"  11
19 "-- L Elbow"  10
20 "-- L bicep twist"  10
21 "-- L shoulder outside"   9
22 "-- L Shoulder inside"   9
23 "Bip01 R Clavicle"   6
24 "Bip01 R UpperArm"  23
25 "Bip01 R Forearm"  24
26 "Bip01 R Hand"  25
27 "Bip01 R Finger0"  26
28 "Bip01 R Finger01"  27
29 "Bip01 R Finger1"  26
30 "Bip01 R Finger11"  29
31 "-- R knuckle"  29
32 "-- R wrist"  25
33 "-- R Elbow"  24
34 "-- R bicep twist"  24
35 "-- R Shoulder inside"  23
36 "-- R shoulder outside"  23
37 "-- R Butt"   1
38 "-- L butt"   1
39 "Bip01 L Thigh"   1
40 "Bip01 L Calf"  39
41 "Bip01 L Foot"  40
42 "Bip01 L Toe0"  41
43 "-- L ankle"  40
44 "-- L Knee"  39
45 "Bip01 R Thigh"   1
46 "Bip01 R Calf"  45
47 "Bip01 R Foot"  46
48 "Bip01 R Toe0"  47
49 "-- R Ankle"  46
50 "-- R Knee"  45
end


So basically from "node" to "end".
Copy this part, and save it into a seperate .txt or such.

Now, after you have worked with your model, export it.

Then open the freshly exported reference .smd and simply replace the "node->end" part in there with the one you backed up.

This was what I did.

Before I went back to 1.6.5x biggrin-fix.gif


@Sheena: *pokes* Get back to your high poly modelling and leave the NS modeling troubleshooting to me tounge.gif
SnappyCrunch
QUOTE (Obst @ Apr 10 2005, 08:37 AM)
This often happened to me when using Milkshape 1.7.0, I don't know about more recent version (there are some, but I haven't tested them) because I am still happy with my 1.6.5x , in which I don't have thsi problem.

When you import a .smd in MS3D 1.6.x, MS3D prompts you with two checkboxes - "Triangles" and "Skeleton".
MS3D 1.7.x prompts you with those two choices, and a third choice - "Rename Bones".

@Obst:
I think that's the root of the problem you've been having with the 1.7.x series. You're letting MS3D rename the bones, and you've gotta go into the .smd to rename 'em back before you can compile.

@Man:
You can either edit the .smd directly, as Obst has said, or if you don't feel comfortable doing that, then go to the "Joints" tab in MS3D, and rename the bones there to their correct names.
Obst
With the slight difference that when 1.7.0 first came out it automatically renamed those bones, there was no such option. Back to 1.6.5x smile-fix.gif
mAn
Thanks all~~
I finished it~ biggrin-fix.gif

http://man835046.myweb.hinet.net/cs_bloodstrike0000.jpg
http://man835046.myweb.hinet.net/cs_bloodstrike0001.jpg
Still have some bug...
following vertices was so hard to set up...
And MS3D so hard to select the vertex...
How to make the model and set following vertices in 3DS max?


But I still have other question...
It's use CS model (the tutorial from dosfx)
and use GSG9.mdl

This is CS model's bones
user posted image
It's easy for make a model

Now I want make a ns model...
And this is NS model's bones...
user posted image
......................
How can I make the marine's model easily...?
Obst
O_o

What's your native language?

btw I think the pure reference .smd contains the same pose the CS one has.
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