Team Fortress 2 SFM Player Models Modding Help

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8 months ago, I started working on a project to revive an SFM Player Models pack, however, the models ended up being unfixable and thus I dropped the project entirely, until now. I managed to update the animations for an old SFM player models mod made by Gintoki Sakata, except for a few errors. The eyes of every class in the game has their eyes shut for some reason and a couple taunts are not working.
Images: http://imgur.com/a/WxZZb

The mod is like 90% complete, I just need help fixing this small errors then I'll be fully finished with it. If anyone could help me out with this, it'd be REALLY great. I literally just started working on reviving this mod after 8 months.
Here's a link to the mod page I made: http://gamebanana.com/skins/153619

Other Threads:
Reddit: https://www.reddit.com/r/tf2/comments/64fnsl/team_fortress_2_sfm_player_models_modding_help/
Steam Discussions: https://steamcommunity.com/app/440/discussions/0/135513901705435999/

The taunts that currently still do not work are:
Boston Breakdance
Soldier's Requiem
Fubar Fanfare
Pool Party
Balloonibouncer
Bad Pipes
Proletariat Posedown
Bucking Bronco
Killer Solo
Most Wanted
Box Trot
Disco Fever
Burstchester
Zoomin' Broom
Second Rate Sorcery 
Victory Lap

Todos

Fix shut eyes
Fix taunt props

Posts

  • 6mo
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    This line in the qc file might be what you are looking for:

    $includemodel "workshop/player/animations/<class>_workshop_animations.mdl"

    Replacing <class> with the class name obviously.
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    Mantra
  • 6mo
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    Some of the taunts (the ones with props) don't work because your models are missing the prop_bones (usually 6 on each model). They share the same position as the Pelvis bone, and are parented to it.

    The eyelids don't function because Crowbar can't decompile them correctly. Here are some of the fixed lines from SergeantJoe's old 2013 SDK Fixes (If you'd like, I can send over the entire fixed Flex QCs after I get the time to test them)

    -------------------------------------------------------------------------------------------------------------

      flexpair "CloseLidLo" 1.0 frame 1 position 2.0 decay 0.0
      flexpair "CloseLidUp" 1.0 frame 2 position 2.0 decay 0.0

    Replace:
      flexpair "CloseLidLo" 1.0 frame 1 position 2.0 decay 0.0
      flexpair "CloseLidUp" 1.0 frame 2 position 2.0 decay 0.0


    %CloseLidLoR = 0.5 + (right_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
    %CloseLidUpR = 0.5 + (right_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
    %CloseLidLoL = 0.5 + (left_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))
    %CloseLidUpL = 0.5 + (left_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))


    Replace:
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    yeet
  • 6mo
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    Posted by [N-Cognito]

    Some of the taunts (the ones with props) don't work because your models are missing the prop_bones (usually 6 on each model). They share the same position as the Pelvis bone, and are parented to it.

    The eyelids don't function because Crowbar can't decompile them correctly. Here are some of the fixed lines from SergeantJoe's old 2013 SDK Fixes (If you'd like, I can send over the entire fixed Flex QCs after I get the time to test them)

    -------------------------------------------------------------------------------------------------------------

      flexpair "CloseLidLo" 1.0 frame 1 position 2.0 decay 0.0
      flexpair "CloseLidUp" 1.0 frame 2 position 2.0 decay 0.0

    Replace:
      flexpair "CloseLidLo" 1.0 frame 1 position 2.0 decay 0.0
      flexpair "CloseLidUp" 1.0 frame 2 position 2.0 decay 0.0


    %CloseLidLoR = 0.5 + (right_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
    %CloseLidUpR = 0.5 + (right_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
    %CloseLidLoL = 0.5 + (left_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))
    %CloseLidUpL = 0.5 + (left_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))


    Replace:
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    // [Decompiler failed to parse expression. Please report the error with the following info: this qc file, the mdl filename that was decompiled, and where the mdl file was found (e.g. the game's name or a web link).]
    Yes, please, if you could send the fixed QC's, that'd be great!
    Insert shitpost meme here.
  • 6mo
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    http://www.mediafire.com/file/49rre00t7dej3d8/Fixed_2013_Flex_QCs.zip

    These might be outdated, since they're from 2013. You'll have to replace $facialFile$ with your VTA file for each class, which are usually just (class).vta

    You can either just copy-paste them into your QCs, or use an $include command

    For the bones, You'll just have to update those manually.
    yeet
  • 6mo
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    Posted by [N-Cognito]

    http://www.mediafire.com/file/49rre00t7dej3d8/Fixed_2013_Flex_QCs.zip

    These might be outdated, since they're from 2013. You'll have to replace $facialFile$ with your VTA file for each class, which are usually just (class).vta

    You can either just copy-paste them into your QCs, or use an $include command

    For the bones, You'll just have to update those manually.
    Okay, so I copied and pasted the stuff inside the qci files and put them inside each of the QCs, but none of the QCs compiled. You think you could maybe download what I have so far on my mod page and see what's wrong?
    Insert shitpost meme here.
  • 6mo
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    Posted by DaInferno

    Posted by [N-Cognito]

    http://www.mediafire.com/file/49rre00t7dej3d8/Fixed_2013_Flex_QCs.zip

    These might be outdated, since they're from 2013. You'll have to replace $facialFile$ with your VTA file for each class, which are usually just (class).vta

    You can either just copy-paste them into your QCs, or use an $include command

    For the bones, You'll just have to update those manually.
    Okay, so I copied and pasted the stuff inside the qci files and put them inside each of the QCs, but none of the QCs compiled. You think you could maybe download what I have so far on my mod page and see what's wrong?
    What error does it give you when you try to compile (and what does your QC look like after you add the "fixed" parts?)
    yeet
  • 6mo
    DaInferno avatar
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    Posted by [N-Cognito]

    Posted by DaInferno

    Posted by [N-Cognito]

    http://www.mediafire.com/file/49rre00t7dej3d8/Fixed_2013_Flex_QCs.zip

    These might be outdated, since they're from 2013. You'll have to replace $facialFile$ with your VTA file for each class, which are usually just (class).vta

    You can either just copy-paste them into your QCs, or use an $include command

    For the bones, You'll just have to update those manually.
    Okay, so I copied and pasted the stuff inside the qci files and put them inside each of the QCs, but none of the QCs compiled. You think you could maybe download what I have so far on my mod page and see what's wrong?
    What error does it give you when you try to compile (and what does your QC look like after you add the "fixed" parts?)
    Well you see, every time I try to compile the QC files with crowbar, nothing happens. No mdl files at all.
    Insert shitpost meme here.

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