[hlcoders] prop_vehicle model
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
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? > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Programming error: CMatRenderContext::Bind: NULL material
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders