Compiling a ragdoll?

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Compiling a ragdoll?

Postby disturb3d on Thu Apr 12, 2012 12:03 am

I'm pretty new to modeling, but I understand the basics. I'm trying to implement gibbing into my Half-Life 2 mod.

I've coded in the gibbing already, now I'm just working on getting some basic models in so that it's functional. Pretty much what I've done is decompiled the metrocop model, cut off an arm, and then closed the gap that created, then exported it as an SMD named ragdoll_pose.smd (as per the instructions here: click click). I also opened the ragdoll.smd (the weird 15-20 block structural outline of the model) and cut off the same arm in that, then exported it as ragdoll.smd.

The tutorial I linked to mentions a ragdoll.qc, but I couldn't find one of those anywhere, so I just used the QC that was created when I decompiled the model (I edited the QC a bit to get rid of the bones that no longer exist)

My QC file for the body with the missing left arm is
Code: Select all
$cd "C:\Users\Ian\temp\gibbing\combine\output\uncomp\bodies\la"
$modelname "missingleftarm.mdl"
$model "police" "ragdoll_pose.SMD"

$cdmaterials "models\Police\"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -3.500  -7.710  -3.850  7.500  5.710  3.960
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.370  -2.370  12.390  3.410  3.800
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.990  -3.500  -2.370  9.330  3.100  3.270
$hbox 5 "ValveBiped.Bip01_R_Hand" -1.190  -1.860  -2.330  5.310  1.940  2.610
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -6.000  -3.550  17.850  4.000  4.450
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -6.000  -4.550  17.850  4.000  3.400
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -6.000  -6.000  7.500  6.000  6.000
$hbox 2 "ValveBiped.Bip01_Spine2" -6.500  -2.500  -7.000  10.500  7.500  7.000
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.34 -5.28 -0.00 rotate 0.00 -80.10 -90.00
$attachment "Center" "ValveBiped.Bip01_Spine1" -6.20 2.09 0.00 rotate -0.00 96.62 90.00
$attachment "Chest" "ValveBiped.Bip01_Spine4" -2.70 3.88 -0.00 rotate -0.00 79.75 90.00
$attachment "RHand" "ValveBiped.Bip01_R_Hand" 3.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$attachment "zipline" "ValveBiped.Bip01_Spine4" 2.00 -2.00 -0.00 rotate 0.00 -17.00 -0.00
$attachment "manhack" "ValveBiped.Bip01_Spine" 18.00 -6.00 3.00 rotate -25.00 50.00 0.00
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$includemodel "Police_animations.mdl"
$includemodel "Police_ss.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 72.000
$illumposition -1.866 0.053 36.320
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000


It all compiles just fine and the game runs. When I get into the game and shoot off the left arm, the model freezes in the position shown in the pictures and in console I get the error: "Bad ragdoll for missingleftarm.mdl"

I'm not sure why the ragdoll isn't falling. It isn't solid either, I can walk right through it. Any ideas?

PICTURES:
1
2
Last edited by disturb3d on Fri Apr 13, 2012 11:39 pm, edited 1 time in total.
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Re: Editing the metrocop model?

Postby disturb3d on Fri Apr 13, 2012 1:29 am

No one's been able to help me anywhere I've posted this. Am I being too vague, or do people just not know? I will gladly send you my model files if you know how to compile them.
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Compiling a ragdoll?

Postby disturb3d on Fri Apr 13, 2012 2:05 am

*I posted this in the wrong section of the forums before, but now it's in the right one.

I'm pretty new to modeling, but I understand the basics. I'm trying to implement gibbing into my Half-Life 2 mod.

I've coded in the gibbing already, now I'm just working on getting some basic models in so that it's functional. Pretty much what I've done is decompiled the metrocop model, cut off an arm, and then closed the gap that created, then exported it as an SMD named ragdoll_pose.smd (as per the instructions here: click click). I also opened the ragdoll.smd (the weird 15-20 block structural outline of the model) and cut off the same arm in that, then exported it as ragdoll.smd.

The tutorial I linked to mentions a ragdoll.qc, but I couldn't find one of those anywhere, so I just used the QC that was created when I decompiled the model (I edited the QC a bit to get rid of the bones that no longer exist)

My QC file for the body with the missing left arm is
Code: Select all
$cd "C:\Users\Ian\temp\gibbing\combine\output\uncomp\bodies\la"
$modelname "missingleftarm.mdl"
$model "police" "ragdoll_pose.SMD"

$cdmaterials "models\Police\"
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -3.500  -7.710  -3.850  7.500  5.710  3.960
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.370  -2.370  12.390  3.410  3.800
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.990  -3.500  -2.370  9.330  3.100  3.270
$hbox 5 "ValveBiped.Bip01_R_Hand" -1.190  -1.860  -2.330  5.310  1.940  2.610
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000  -6.000  -3.550  17.850  4.000  4.450
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000  -3.510  -3.280  15.640  3.490  2.720
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.070  -2.000  -2.840  5.040  5.000  2.160
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.500  -3.000  -2.190  2.500  0.000  2.460
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000  -6.000  -4.550  17.850  4.000  3.400
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000  -3.510  -2.820  15.640  3.490  3.180
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.060  -2.010  -2.280  5.050  4.990  2.720
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.500  -3.000  -2.600  2.500  0.000  2.100
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.500  -6.000  -6.000  7.500  6.000  6.000
$hbox 2 "ValveBiped.Bip01_Spine2" -6.500  -2.500  -7.000  10.500  7.500  7.000
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.34 -5.28 -0.00 rotate 0.00 -80.10 -90.00
$attachment "Center" "ValveBiped.Bip01_Spine1" -6.20 2.09 0.00 rotate -0.00 96.62 90.00
$attachment "Chest" "ValveBiped.Bip01_Spine4" -2.70 3.88 -0.00 rotate -0.00 79.75 90.00
$attachment "RHand" "ValveBiped.Bip01_R_Hand" 3.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$attachment "zipline" "ValveBiped.Bip01_Spine4" 2.00 -2.00 -0.00 rotate 0.00 -17.00 -0.00
$attachment "manhack" "ValveBiped.Bip01_Spine" 18.00 -6.00 3.00 rotate -25.00 50.00 0.00
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$includemodel "Police_animations.mdl"
$includemodel "Police_ss.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 72.000
$illumposition -1.866 0.053 36.320
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000


It all compiles just fine and the game runs. When I get into the game and shoot off the left arm, the model freezes in the position shown in the pictures and in console I get the error: "Bad ragdoll for missingleftarm.mdl"

I'm not sure why the ragdoll isn't falling. It isn't solid either, I can walk right through it. Any ideas? I'm guessing my QC file is the problem because I have no idea at all what's supposed to be in there in order to compile a ragdoll.

PICTURES:
1
2
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Re: Editing the metrocop model?

Postby Zecrah on Fri Apr 13, 2012 2:06 am

Have you tried doing this on a simpler model? Say, decompiling the table and slicing it in half when you shoot it. Then there's no issues with skeleton systems and other fancy crap. Might be easier to pinpoint the trouble.
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Re: Editing the metrocop model?

Postby disturb3d on Fri Apr 13, 2012 3:38 am

Thanks for the reply! I did what you suggested before I started working on NPC gibs. I made a couple simple wooden models with gibs as modeling practice before I moved onto more complicated stuff, and those all worked fine. I understand how to make the QC files for those, since there aren't any animations or ragdolling to worry about; you can just spawn static models.
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Re: Editing the metrocop model?

Postby Stormy on Fri Apr 13, 2012 7:10 am

Well since gibbing is based on a global health variable (shoot it anywhere and it affects the entire models health) I can't see this being too simple unless you want the model to explode into gibs no matter where you shoot it. I think you'll need quite a bit more code than just the .qc file. You'll need to deal with impact vectors and other mind-exploding stuff. You'll have to code a new entity, but as long as you inherit (extend?) the base metrocop class then at least the base is done for you.

How much c++ do you know?
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Re: Editing the metrocop model?

Postby disturb3d on Fri Apr 13, 2012 6:17 pm

I've got the gibbing code done, I just need the gibbing models. My plan is to have models for:
-A body without a left arm
-A body without a right arm
-A body without a left leg
-A body without a right leg

...to start. And then move onto more detailed models once I get those working. My problem is definitely with the QC file, as the missing left arm model does spawn in-game when I shoot the correct hitbox (which is what my gibbing is based on), it just doesn't ragdoll. I just need to know how to compile ragdolls and actually have them fall to the ground rather than just float. I get the "Bad Ragdoll for ____" error.
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Re: Compiling a ragdoll?

Postby Stormy on Sat Apr 14, 2012 12:08 am

As far as I can remember (I'm a bit rusty), as long as the physics model and the ref model are both rigged to an armature, they should ragdoll along happily. The only way I would think this could be done is that when the model is gibbed, destroy the metro cop model entirely and respawn a ragdoll model with the appropriate limb cut off. The disadvantage would be that the ragdoll would lose the pose that the metrocop had on death.

Maybe lose the animations block in the .qc file and any other non-essential ragdoll data? Like the hitboxes?

Actually you can probably lose all the attachments and hboxset and hitboxes and anything that a ragdoll model doesn't need. Source tends to chuck fucks if you include something that isn't absolutely necessary.

Here's an old shitty tut I did, have a look at the .qc I made for a simple ragdoll.
http://www.youtube.com/watch?feature=pl ... CZk#t=341s
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Re: Compiling a ragdoll?

Postby disturb3d on Sat Apr 14, 2012 2:05 am

Ah, thanks! That helped, now I get the error: ERROR! models/missingleftarm.mdl missing ACT_DIESIMPLE

I guess my gibbed model is missing an animation. I'm going to try calling the gibbing code later so that it will look for animations on the original metrocop model, rather than my gibbed model.

edit: Now getting the "Bad ragdoll for ____" error again. I have no idea what the problem is.
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Re: Compiling a ragdoll?

Postby Stormy on Sat Apr 14, 2012 6:48 am

maybe try making a $sequence ragdoll phys fps 1 ACT_DIESIMPLE line? I assume the entity is trying to make a call to that event but there is nothing assigned to it in the qc file?
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Re: Compiling a ragdoll?

Postby disturb3d on Sat Apr 14, 2012 6:39 pm

That seemed to help some. The NPC's now correctly switch to the model, AND they are solid now, but they do not ragdoll. They remain floating in the air in their "relaxed" position. I get the following console output when they are killed:

Code: Select all
Unexpected double-death-cleanup
npc_metropolice:npc_metropolice:models/missingleftarm.mdl has no sequence for act:ACT_IDLE
(42.58) input : player.KilledNPC()


So I guess I'll add a sequence for ACT_IDLE in the QC file and see how that goes. I'm not sure why an ACT_IDLE is necessary if this model is only being used for ragdolling.

edit: now getting:
Code: Select all
Unexpected double-death-cleanup
CBaseAnimating::SequenceDuration( 131 ) out of range
(21.03) input : player.KilledNPC()


I might have exported one of the SMD's with a range of 1 to 131 or something, so I'll re-export just to be safe.

edit2: Nothing doing. Here's my current QC

Code: Select all
$cd "C:\Users\Ian\temp\gibbing\combine\output\uncomp\bodies\la"
$modelname "missingleftarm.mdl"
$model "police" "ragdoll_pose.SMD"

$cdmaterials "models\Police\"
$collisionjoints ragdoll_pose
$sequence ragdoll "ragdoll_pose" ACT_DIESIMPLE 1 fps 30.00
$sequence idle "ragdoll_pose" ACT_IDLE 1 fps 30.00


The ragdoll_pose.smd is the actual model, the ragdoll.smd is the outline of the bones or whatever.
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Re: Compiling a ragdoll?

Postby Stormy on Sun Apr 15, 2012 12:42 am

Range might be a reference to the IK constraints you are missing in your $collisionjoints block? You have to set the collision mins and maxes in HLMV like I did in that tutorial, then paste them into your qc. Also your $model and $collisionjoints lines are sharing the same .smd name. I assume you don't want it to do that.

Code: Select all
   
    $cd "C:\Users\Ian\temp\gibbing\combine\output\uncomp\bodies\la"
    $modelname "missingleftarm.mdl"
    $model "police" "ragdoll_pose.SMD"

    $cdmaterials "models\Police\"
    $collisionjoints ragdoll_PHYS
           {
           all the shit you set in hlmv
           }
    $sequence ragdoll "ragdoll_pose" ACT_DIESIMPLE 1 fps 30.00
    $sequence idle "ragdoll_pose" ACT_IDLE 1 fps 30.00

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Re: Compiling a ragdoll?

Postby disturb3d on Sun Apr 15, 2012 4:02 am

Code: Select all
$cd "C:\Users\Ian\temp\gibbing\combine\output\uncomp\bodies\la"
$modelname "missingleftarm.mdl"
$model "police" "ragdoll_pose.SMD"
$cdmaterials "models\Police\"

$surfaceprop "flesh"
$eyeposition 0.000 0.000 73.000
$illumposition -2.255 0.000 36.711
$ikchain rhand ValveBiped.Bip01_R_Hand knee  0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints ragdoll {

  $mass 100.0
  $inertia 2.00
  $damping 0.01
  $rotdamping 0.40
  $rootbone "valvebiped.bip01_pelvis"
  $jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"

  $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.20
  $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.20
  $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.20

  $jointconstrain "valvebiped.bip01_r_upperarm" x limit -50.00 57.00 0.20
  $jointconstrain "valvebiped.bip01_r_upperarm" y limit -19.00 102.00 0.20
  $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 30.00 0.20

  $jointmassbias "valvebiped.bip01_r_forearm" 2.00
  $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20
  $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20
  $jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 4.00 0.20

  $jointmassbias "valvebiped.bip01_r_hand" 4.00
  $jointconstrain "valvebiped.bip01_r_hand" x limit -120.00 120.00 0.20
  $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
  $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.20

  $jointconstrain "valvebiped.bip01_r_thigh" x limit -25.00 39.00 0.20
  $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20
  $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20

  $jointmassbias "valvebiped.bip01_r_calf" 2.00
  $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20
  $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20
  $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20

  $jointmassbias "valvebiped.bip01_head1" 2.00
  $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.20
  $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.20
  $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.20

  $jointconstrain "valvebiped.bip01_l_thigh" x limit -25.00 20.00 0.20
  $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20
  $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20

  $jointmassbias "valvebiped.bip01_l_calf" 2.00
  $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20
  $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20
  $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20

  $jointmassbias "valvebiped.bip01_l_foot" 4.00
  $jointconstrain "valvebiped.bip01_l_foot" x limit -1.00 -1.00 0.20
  $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20
  $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20

  $jointmassbias "valvebiped.bip01_r_foot" 4.00
  $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
  $jointconstrain "valvebiped.bip01_r_foot" y limit -21.00 6.00 0.20
  $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20
  $animatedfriction 1.000 1000.000 0.800 0.500 0.000
 }
$sequence ragdoll "ragdoll_pose" ACT_DIESIMPLE 1 fps 30.00
$sequence idle "ragdoll_pose" ACT_IDLE 1 fps 30.00


Now getting:
Code: Select all
Unexpected double-death-cleanup
CBaseAnimating::SequenceDuration( 131 ) out of range
(21.03) input : player.KilledNPC()


The NPC turns invisible, and the model is invisible in HLMV. I have no idea what I'm doing wrong.

EDIT: False alarm, the model IS viewable in HLMV, but it isn't in-game. Why does it work in one but not the other?
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Re: Compiling a ragdoll?

Postby Stormy on Sun Apr 15, 2012 6:36 am

It might be getting spawned as the wrong type of model? Check the console after the model is spawned, it'll have an error. Also lose the $cd line, just put the .qc in the same directory as the .smd files, the paths are relative to the .qc files directory. Any way to drop lines in the .qc man, studiomdl's a cunt.
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Re: Compiling a ragdoll?

Postby disturb3d on Sun Apr 15, 2012 6:45 pm

The errors I've been posting have been from the in-game console.

Same problem still. I shoot the NPC in the left arm, the model DOES appear very briefly, and then turns invisible. The only errors I get in console are:

Unexpected double-death-cleanup
CBaseAnimating::SequenceDuration( 131 ) out of range

The double-death one happens every time the model spawns, but the out of range one only happen once every 3 times or so.

Also, I tried adding the model to the map as a prop_ragdoll and as a prop_dynamic. The prop_ragdoll spawned briefly but disappeared pretty much as soon as it spawned (just like it does normally), while the prop_dynamic stayed floating in the air without moving.

edit: Changed the code to turn NPC's into watermelons when you shoot their left arm, it worked fine, so the problem is definitely with the model.
Last edited by disturb3d on Sun Apr 15, 2012 9:47 pm, edited 1 time in total.
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