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- // READ FIRST: This qc is a work in progress and probably the simplest you can get and will work
- // fine with any simple model (that has no animations, no jiggle bones, or any other more
- // advanced features).
- //
- // This should be a good start if you are going through your very first simple hat
- // or c_weapon for TF2. This will not work for prop models as it needs a few changes for that.
- //
- // For weapons you will need to change the compiler destination folders and $cdmaterials folders
- // accordingly.
- //
- // For more qc commands refer to:
- // http://developer.valvesoftware.com/wiki/Category:QC_Commands
- //
- // Happy compiling!
- //
- //--------------------------------------------------------------------------------------------
- //
- // Let's assume you'd be making a soldier hat called my_hat.
- // You'd create a folder called "my hat" (optional name) and have these files in it
- //
- // C:\TF2 Works\my hat\my_hat.smd // Your exported model
- // LOD1_my_hat.smd // Lower poly version
- // LOD2_my_hat.smd // Even lower poly version
- // idle.smd // Get this from any decompiled model
- // my_hat.qc // Name is arbitrary, but you should stay organized.
- // Lines with two forward slashes (//) are comments and will be ignored by studiomdl.
- // Work folder, where your smd files are
- $cd "C:\TF2 Works\my hat\ "
- // Folder where your compiled files will be saved. You can specify the folder in which the game
- // looks for models, as that will make things easier if you need to recompile. Otherwise you
- // will have to copy/paste the files every time.
- $modelname "player/items/soldier/my_hat.mdl"
- // Name of your smd model file (not sure about the 1st quoted part - seems to not affect it)
- $model "my hat" "my_hat.smd"
- // LOD models will replace the original model as you get more distant (ommit this if you
- // don't have them) At least one LOD is included in Valve's requirements, though)
- $lod 10 //some distance (around 4-5 meters)
- {
- replacemodel "my_hat_hat.smd" "LOD1_my_hat.smd"
- }
- $lod 25 //even more distance
- {
- replacemodel "LOD1_my_hat.smd" "LOD2_my_hat.smd"
- }
- // Where you will place the materials (whatever you put here will determine where your model
- // will look for the vmt)
- $cdmaterials "models\player\items\soldier\ "
- // Not very sure. Creates a hitbox around a bone. I believe "default" will make it be auto-generated.
- $hboxset "default"
- // Not very sure either. This line can be omitted in certain circunstances, but that's another
- // story. Usualy I get these values from the qc file from a similar model to mine.
- $hbox 0 "bip_head" -5.119 -8.492 -6.836 3.941 0.000 3.310
- // Material surface properties - this affects the sounds the model makes when colliding
- // or getting hit - http://developer.valvesoftware.com/wiki/Material_surface_properties
- $surfaceprop "cloth"
- // Uncoment this line if you're making a weapon. simply delete the two slashes behind it.
- // I would advise getting the values from the qc of an existing model similar to yours
- // $illumposition -1.634 -1.268 11.460
- // $sequence specifies model animations. In this case there's none, so you only need
- // the idle one.
- $sequence idle "idle" fps 30.00
- // You can make a colision model, export it as my_hat-phy.smd (name is optional)
- // or you can use the original model as its own collision model. Whatever the case, the
- // name of the collision model file is specified here. Both options seem to work fine.
- // The parameter settings were taken from a Valve hat, and seem to work fine with others
- $collisionmodel "my_hat.smd"
- {
- $mass 5.0
- $inertia 1.00
- $damping 0.00
- $rotdamping 0.00
- }
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