• How to compile models for the source engine.
    174 replies, posted
Thank [B]you[/B]. :v:
When exporting i get .SMD file not.smd does this represent any diferrence? What exporting plugin do you use for 3ds max 9?
If you run the SDK Beta, you WILL not be able to compile with Orangebox.
What I don't understand you, I don't run beta. I even don't have Orange box.When compiling game configuration is set to Garry's mod, and sdk version is Ep1. Also every time i start Gui studio, i get an error, One or both SDK tool paths have not been set. I set Ep1 path correctly, but I don't have OB tools?
I got it into mdl, I booted Gmod, I tried to spawn it and I crashed and got: Prop Effect: backwards mins/maxs Brilliant tutorial though.
[QUOTE=SCopE5000]I got it into mdl, I booted Gmod, I tried to spawn it and I crashed and got: Prop Effect: backwards mins/maxs Brilliant tutorial though.[/QUOTE] I think that had something to do with a texture not applied on the model.
Right, compiled with a texture, however it created no vtf or material/scope folder in my gmod folder.
It won't. You have to put them there yourself. It's a tutorial on compiling a [B]model[/B].
Right, I get it. So in the QC I must put $cdmaterials "scope\model.vtf" when the texture is model.vtf, or should I link it to the vmt?
[QUOTE=SCopE5000]I got it into mdl, I booted Gmod, I tried to spawn it and I crashed and got: Prop Effect: backwards mins/maxs Brilliant tutorial though.[/QUOTE] I have same error and crash...
Your model must be UVMapped and textured.
[QUOTE=SCopE5000]Right, I get it. So in the QC I must put $cdmaterials "scope\model.vtf" when the texture is model.vtf, or should I link it to the vmt?[/QUOTE] The way I do it is I put the texture on the model in 3ds max using the 3ds max vtf plugin. This requires the vtf and vmt's to be set up already, in their correct folders. Export the .smd and then in the .qc, under cdmaterials, only put in the file path of the folder where the .vtf is located. It will automatically find the right texture, something to do with it already been applied to the model in max. There might be other ways to do it, but this is just the way i've always learnt to, and it works perfect.
[QUOTE=SCopE5000]Right, I get it. So in the QC I must put $cdmaterials "scope\model.vtf" when the texture is model.vtf, or should I link it to the vmt?[/QUOTE] No no no no, just the directory. It uses the vmt named the same as the texture you applied to the model.
Please,can you explain me this error:? ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'models\XS\spurga.mdl' [b]Edit:[/b] [QUOTE=Jaanus]Your model must be UVMapped and textured.[/QUOTE] How i can UVMap with 3dsmax 9? :D
I haxxored the media tags. No more resized movie or context menu.
[QUOTE=XeER]Please,can you explain me this error:? ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'models\XS\spurga.mdl' [b]Edit:[/b] How i can UVMap with 3dsmax 9? :D[/QUOTE] Try to compile with HLMV running
Nice tutorial. I have a little problem though. My GUI StudioCompiler apparently can't write the .mdl file to the actual folder. Here's the error: writing c:\program files\steam\steamapps\*username*\half-life 2 episode two\ep2\models/models\sunflower\sunflower.mdl: Error opening c:\program files\steam\steamapps\*username*\half-life 2 episode two\ep2\models/models\sunflower\sunflower.mdl! (Check for write enable) I'm using vista, so I'm assuming thats my problem. Anyone know a workaround?
You must create the folder first. I forgot to mention that. I'll add it to the tut when I get home.
Really awesome, I always wondered how to compile models :D Bookmark'd
[QUOTE=Jaanus]You must create the folder first. I forgot to mention that. I'll add it to the tut when I get home.[/QUOTE] I did that (if that was directed at me).
[QUOTE=Reason134]Nice tutorial. I have a little problem though. My GUI StudioCompiler apparently can't write the .mdl file to the actual folder. Here's the error: writing c:\program files\steam\steamapps\*username*\half-life 2 episode two\ep2\models/models\sunflower\sunflower.mdl: Error opening c:\program files\steam\steamapps\*username*\half-life 2 episode two\ep2\models/models\sunflower\sunflower.mdl! (Check for write enable) I'm using vista, so I'm assuming thats my problem. Anyone know a workaround?[/QUOTE] Did you changed those *USERNAME*?
[QUOTE=XeER]Did u changed those *USERNAME*?[/QUOTE] I'm the one who put those there. Y'know, so everyone doesn't know my steam username?
Jaanus? Have me bebehs. Seriously, I was wondering how to compile stuff to make my own props, but this is what I've been looking for! Thanks!
Got any other tutorial ideas/requests?
[QUOTE=Jaanus]Got any other tutorial ideas/requests?[/QUOTE]Rigging a ragdoll with Milkshape 3D please, if you can. :D So far there's one for 3DSMax but I don't have that.
Wow Jaanus, it took me hella long to make my tutorial on compiling with Maya lol. This is a cook flash thing as well. Do you think I can embed this into my toturial page, You probibly did a better job at explaining it.
So.. I have gone through the entire process again, creating a new model in Maya, new materials, new SMD's, new .QC and I am still getting the same error. [COLOR="Red"]Here is the .QC I am trying to use:[/COLOR] [CODE]/* ---------------- Pilar QC ---------------- */ $modelname pilar.mdl $origin 0 0 0 90 $scale 1.0 $body "Body" "pilar_ref.smd" $staticprop $surfaceprop "metal" $upaxis Z $cdmaterials "pilar/" $sequence "idle" "pilar_ref.smd" fps 30 $collisionmodel "pilar_col.smd" { //Mass in kilograms $mass 1.0 $concave }[/CODE] [COLOR="Red"]Here is the error that the prompt is printing:[/COLOR] [CODE] C:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar>cd c:\Steam\st eamapps\oxygencube\sourcesdk\bin\orangebox\bin\ c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>studiomdl.exe -nop4 -g ame "c:\Steam\steamapps\oxygencube\team fortress 2\tf" "c:\Steam\steamapps\oxyge ncube\sourcesdk_content\tf\modelsrc\pilar\pilar.qc" WARNING: AppFramework : Unable to load module p4lib.dll! all paths:c:\steam\steamapps\oxygencube\team fortress 2\tf\;c:\steam\steamapps\o xygencube\sourcesdk\bin\orangebox\tf\;c:\steam\steamapps\oxygencube\sourcesdk\bi n\orangebox\hl2\;c:\steam\steamapps\oxygencube\sourcesdk\bin\hl2\ qdir: "c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\" gamedir: "c:\Steam\steamapps\oxygencube\team fortress 2\tf\" g_path: "c:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\pila r.qc" Building binary model files... Working on "pilar.qc" SMD MODEL pilar_ref.smd ERROR: c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\pilar.q c(59): - bad command { ERROR: Aborted Processing on 'pilar.mdl' c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>pause Press any key to continue . . .[/CODE] [COLOR="Red"]Here is a hint. When I comment out this area of the .QC:[/COLOR] [CODE]$collisionmodel "pilar_col.smd" //{ //Mass in kilograms // $mass 1.0 // $concave //}[/CODE] [COLOR="Red"]It compiles but completely skips the collision process so my model doesn't show a Physics Model in model viewer. This is the printing:[/COLOR] [CODE] C:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar>cd c:\Steam\st eamapps\oxygencube\sourcesdk\bin\orangebox\bin\ c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>studiomdl.exe -nop4 -g ame "c:\Steam\steamapps\oxygencube\team fortress 2\tf" "c:\Steam\steamapps\oxyge ncube\sourcesdk_content\tf\modelsrc\pilar\pilar.qc" WARNING: AppFramework : Unable to load module p4lib.dll! all paths:c:\steam\steamapps\oxygencube\team fortress 2\tf\;c:\steam\steamapps\o xygencube\sourcesdk\bin\orangebox\tf\;c:\steam\steamapps\oxygencube\sourcesdk\bi n\orangebox\hl2\;c:\steam\steamapps\oxygencube\sourcesdk\bin\hl2\ qdir: "c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\" gamedir: "c:\Steam\steamapps\oxygencube\team fortress 2\tf\" g_path: "c:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\pila r.qc" Building binary model files... Working on "pilar.qc" SMD MODEL pilar_ref.smd --------------------- writing c:\Steam\steamapps\oxygencube\team fortress 2\tf\models/pilar.mdl: bones 964 bytes (1) animations 112 bytes (1 anims) (1 frames) [0:00] sequences 220 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 72 bytes keyvalues 0 bytes bone transforms 0 bytes collision 0 bytes total 1712 --------------------- writing c:\Steam\steamapps\oxygencube\team fortress 2\tf\models/pilar.vvd: vertices 5232 bytes (109 vertices) tangents 1744 bytes (109 vertices) total 7040 bytes --------------------- Generating optimized mesh "c:\Steam\steamapps\oxygencube\team fortress 2\tf\mode ls/pilar.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 981 bytes indices: 960 bytes bone changes: 16 bytes everything: 2082 bytes --------------------- Generating optimized mesh "c:\Steam\steamapps\oxygencube\team fortress 2\tf\mode ls/pilar.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 981 bytes indices: 960 bytes bone changes: 16 bytes everything: 2082 bytes --------------------- Generating optimized mesh "c:\Steam\steamapps\oxygencube\team fortress 2\tf\mode ls/pilar.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 981 bytes indices: 960 bytes bone changes: 16 bytes everything: 2082 bytes Completed "pilar.qc" c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>pause Press any key to continue . . .[/CODE] I would love if somebody could help me out.
Jaanus what did you use to upload .swf?
Windows Explorer.
No, you don't understand me. Where did you upload it, site?
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