[hlcoders] prop_vehicle model

2008-08-17 Thread steven belmans

Dear hlcoderlist,
 
I am making a new model to use with the prop_vehicle entity. I followed the 
valve dev tutorial to the letter ( 
http://developer.valvesoftware.com/wiki/Vehicles_%28modeling%29)  but when i 
tried to load a map with the prop_vehicle with my new model selected hl2 
crashes. 
Anyone know a better tutorial or want to help me find what i did wrong?
I think it might be code related because i don't get any compile error,s from 
the model.
facepunch / interlopers don't know what the problem is !
 
Your my last hope!
Can you guys help me out ? 
 
Thanks in advance.
 
.qc file :
 
$modelname "tank/m1a1_abrams.mdl"$scale 2.0$body mybody 
"Tank_Abrams_NoTrack.smd"$surfaceprop combine_metal$cdmaterials 
"models/tank/m1a1_abrams"
$collisionmodel "Tank_Abrams_NoTrack_P.smd"{ // Mass in kilograms $Mass 
1600}
// alle wielen$attachment wheel_fl "Dummy04" 0 0 8$attachment wheel_fr 
"Dummy03" 0 0 -8$attachment wheel_rl "Dummy01" 0 0 8$attachment wheel_rr 
"Dummy02" 0 0 –8
//-$attachment vehicle_driver_eyes 
"vehicle_driver_eyes" 0 0 0
//- 
$poseparameter "vehicle_steer" -1 1
$poseparameter "vehicle_wheel_fl_height" 0 1$poseparameter 
"vehicle_wheel_fr_height" 0 1$poseparameter "vehicle_wheel_rl_height" 0 
1$poseparameter "vehicle_wheel_rr_height" 0 1
$poseparameter "vehicle_wheel_fl_spin" -180 180 wrap$poseparameter 
"vehicle_wheel_fr_spin" -180 180 wrap$poseparameter "vehicle_wheel_rl_spin" 
-180 180 wrap$poseparameter "vehicle_wheel_rr_spin" -180 180 wrap
 
// -$animation neutral "idle" frames 0 0$sequence 
"idle" "idle" fps 30
 
//aim turret$sequence "aim" "aim" fps 30
 
//-
$weightlist front_wheels { "Dummy03" 1.0 "Dummy04" 1.0 }$animation turn_left 
"digger_turn" frame 0 0 subtract neutral 0 weightlist front_wheels$animation 
turn_right "digger_turn" frame 2 2 subtract neutral 0 weightlist 
front_wheels$sequence turning { turn_left turn_right blend vehicle_steer -1 1 } 
weightlist front_wheels delta autoplay
// front right$weightlist wheel_fr { "Dummy03" 1.0 }$animation wheel_fr_low 
"digger_suspension" frame 0 0 subtract neutral 0 weightlist wheel_fr$animation 
wheel_fr_high "digger_suspension" frame 2 2 subtract neutral 0 weightlist 
wheel_fr$sequence wheel_fr_suspension { wheel_fr_low wheel_fr_high blend 
"vehicle_wheel_fr_height" 0 1.0 } weightlist wheel_fr delta autoplay
$animation wheel_fr_spin0 "digger_wheelspin" frame 0 0 subtract neutral 0 
weightlist wheel_fr$animation wheel_fr_spin120 "digger_wheelspin" frame 3 3 
subtract neutral 0 weightlist wheel_fr$animation wheel_fr_spin240 
"digger_wheelspin" frame 6 6 subtract neutral 0 weightlist wheel_fr$sequence 
wheel_fr_spin { wheel_fr_spin0 wheel_fr_spin120 wheel_fr_spin240 wheel_fr_spin0 
blendwidth 4 blend "vehicle_wheel_fr_spin" -180 180 } weightlist wheel_fr delta 
autoplay
// front left$weightlist wheel_fl { "Dummy04" 1.0 }$animation wheel_fl_low 
"digger_suspension" frame 0 0 subtract neutral 0 weightlist wheel_fl$animation 
wheel_fl_high "digger_suspension" frame 2 2 subtract neutral 0 weightlist 
wheel_fl$sequence wheel_fl_suspension { wheel_fl_low wheel_fl_high blend 
"vehicle_wheel_fl_height" 0 1.0 } weightlist wheel_fl delta autoplay$animation 
wheel_fl_spin0 "digger_wheelspin" frame 0 0 subtract neutral 0 weightlist 
wheel_fl$animation wheel_fl_spin120 "digger_wheelspin" frame 3 3 subtract 
neutral 0 weightlist wheel_fl$animation wheel_fl_spin240 "digger_wheelspin" 
frame 6 6 subtract neutral 0 weightlist wheel_fl$sequence wheel_fl_spin { 
wheel_fl_spin0 wheel_fl_spin120 wheel_fl_spin240 wheel_fl_spin0 blendwidth 4 
blend "vehicle_wheel_fl_spin" -180 180 } weightlist wheel_fl delta autoplay
// rear right$weightlist wheel_rr { "Dummy02" 1.0 }$animation wheel_rr_low 
"digger_suspension" frame 0 0 subtract neutral 0 weightlist wheel_rr$animation 
wheel_rr_high "digger_suspension" frame 2 2 subtract neutral 0 weightlist 
wheel_rr$sequence wheel_rr_suspension { wheel_rr_low wheel_rr_high blend 
"vehicle_wheel_rr_height" 0 1.0 } weightlist wheel_rr delta autoplay$animation 
wheel_rr_spin0 "digger_wheelspin" frame 0 0 subtract neutral 0 weightlist 
wheel_rr$animation wheel_rr_spin120 "digger_wheelspin" frame 3 3 subtract 
neutral 0 weightlist wheel_rr$animation wheel_rr_spin240 "digger_wheelspin" 
frame 6 6 subtract neutral 0 weightlist wheel_rr$sequence wheel_rr_spin { 
wheel_rr_spin0 wheel_rr_spin120 wheel_rr_spin240 wheel_rr_spin0 blendwidth 4 
blend "vehicle_wheel_rr_spin" -180 180 } weightlist wheel_rr delta autoplay
// rear left$weightlist wheel_rl { "Dummy01" 1.0 }$animation wheel_rl_low 
"digger_suspension" frame 0 0 subtract neutral 0 weightlist wheel_rl$animation 
wheel_rl_high "digger_suspension" frame 2 2 subtract neutral 0 weightlist 
wheel_rl$sequence wheel_rl_suspension { wheel_rl_low wheel_rl_high blend 
"vehicle_wheel_rl_height" 0 1.0 } weightlist wheel_rl delta autoplay$animation 
wheel_rl_spin0 "digg

Re: [hlcoders] Programming error: CMatRenderContext::Bind: NULL material

2008-08-17 Thread Olly
Put a breakpoint in that function, and then check the callstack?

2008/8/17 Arne Sikstrom <[EMAIL PROTECTED]>

> After the EP1 to OB merge I got some errors I can't locate. The console
> error only says "Programming error: CMatRenderContext::Bind: NULL material"
> but I have no way of setting a debug breakpoint there. What is the best way
> to find the code location?
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>
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[hlcoders] Programming error: CMatRenderContext::Bind: NULL material

2008-08-17 Thread Arne Sikstrom
After the EP1 to OB merge I got some errors I can't locate. The console
error only says "Programming error: CMatRenderContext::Bind: NULL material"
but I have no way of setting a debug breakpoint there. What is the best way
to find the code location?
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