I wanted to port this tank model from World of Tanks to Garry's Mod, but every time I compile the model and try it in-game appears like this (don't mind the missing texture, I still have to work on them):
[IMG]https://i.gyazo.com/15d75886bd9cd9473f78cdd2bb499066.png[/IMG]
And this is how it looks in Blender and how it should look:
[IMG]https://i.gyazo.com/8be7fa897dfa76b769da1bb7c4050f5c.png[/IMG]
I already tried to join every pieces, but Crowbar won't compile 'cause it's too high-poly. I also tried moving the parts around in Blender and recompile but there were no changes.
Here's my .qc file:
[code]
$modelname "Challenger\Challenger.mdl"
$scale 50
$body Wheels_Left "chassis_LShape.smd"
$body Wheels_Right "chassis_RShape.smd"
$body Gun "gun_03Shape.smd"
$body Hull "Hull.smd"
$body Track1 "track_LShape_split_0.smd"
$body Track2 "track_LShape_split_1.smd"
$body Track3 "track_RShape_split_0.smd"
$body Track4 "track_RShape_split_1.smd"
$body Turret "Turret_02.smd"
$sequence idle "Idle.smd"
$collisionmodel "challenger_phys.smd" { $concave }
$cdmaterials "models\Challenger\"
$surfaceprop metal
[/code]
What should I do?
Make sure you apply location, and make the origins the same.
Goto object mode, press A to select everything, then Ctrl + A, apply location, rotation and scale.
[QUOTE=Chuckymore;51638912]Goto object mode, press A to select everything, then Ctrl + A, apply location, rotation and scale.[/QUOTE]
It worked perfectly, thank you so much!
But now I noticed that the turret and the right track are a bit glitchy...
[IMG]https://i.gyazo.com/04cc8dbd7d566de99bb527a061191d9f.png[/IMG]
[IMG]https://i.gyazo.com/bac2c622dcd0f46ec0c781dbb6b0b69c.png[/IMG]
I believe that means there are too much Verts. Try seperating the model into alot more .smds.
[QUOTE=isaa1;51640610]I believe that means there are too much Verts. Try seperating the model into alot more .smds.[/QUOTE]
Seems legit with the turret, but what about the tracks? Both have the same numbers of verts, but the left one is ok, meanwhile the right one is glitched...
[QUOTE=AlexTheAWPer;51640780]Seems legit with the turret, but what about the tracks? Both have the same numbers of verts, but the left one is ok, meanwhile the right one is glitched...[/QUOTE]
I've fixed it by just seperating the model into alot more .smd
[QUOTE=isaa1;51640877]I've fixed it by just seperating the model into alot more .smd[/QUOTE]
I've separated the turret and the glitched track in 2 separate meshes, but if I write the new $body in the .qc file and I compile I got "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)" and I have no idea what causes it.
New .qc file:
[code]
$modelname "Challenger\Challenger.mdl"
$scale 40
$body Wheels_L "chassis_LShape.smd"
$body Wheels_R "chassis_RShape.smd"
$body Gun "gun_03Shape.smd"
$body Hull "Hull.smd"
$body Track1 "track_LShape_split_0.smd"
$body Track2 "track_LShape_split_1.smd"
$body Track3 "track_RShape_split_0.smd"
$body Track4 "track_RShape_split_1.smd"
$body Track5 "track_RShape_split_2.smd"
$body Turret1 "Turret_01.smd"
$body Turret2 "Turret_02.smd"
$sequence idle "Idle.smd"
$collisionmodel "challenger_phys.smd" { $concave }
$cdmaterials "models\Challenger\"
$surfaceprop metal
[/code]
[QUOTE=AlexTheAWPer;51641195]I "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)"
[/code][/QUOTE]
What do you Compile it for? Gmod, HL2? (Personally I use SFM.)
[QUOTE=isaa1;51641211]What do you Compile it for? Gmod, HL2? (Personally I use SFM.)[/QUOTE]
I compiled that with HL2 one because the Garry's Mod one doesn't work. I tried checking all the directories but the problem seems to be with the meshes that I separate. If I delete from the .qc [I]$body Track5 "track_RShape_split_2.smd"[/I] and [I]$body Turret2 "Turret_02.smd"[/I] Crowbar compiles the model without problems, but as you see the turret and the track are messed up.
[B]EDIT:[/B] I tried even with .dmx and TF2 compiler ('cause I don't have SFM): same error.
[B]EDIT 2:[/B] I separated the turret in 5 different .smd files, edited the .qc many times, making everything from start and the result is always the same.
I'm not really an expert about this, but if someone needs that here's the compile log I always get when compiling:
[code]Compiling with Crowbar 0.34.0.0: "C:\Users\Ale\Desktop\Modding\Garry's Mod\modelli\challenger\challenger.qc" ...
Compiling ".\challenger.qc" ...
qdir: "c:\users\ale\desktop\modding\garry's mod\modelli\challenger\"
gamedir: "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\"
g_path: "challenger.qc"
Building binary model files...
Working on "challenger.qc"
SMD MODEL chassis_LShape.smd
SMD MODEL chassis_RShape.smd
SMD MODEL gun_03Shape.smd
SMD MODEL Hull.smd
SMD MODEL track_LShape_split_0.smd
SMD MODEL track_LShape_split_1.smd
SMD MODEL track_RShape_split_0.smd
SMD MODEL track_RShape_split_1.smd
SMD MODEL track_RShape_split_2.smd
SMD MODEL Turret_part1.smd
SMD MODEL Turret_part2.smd
SMD MODEL Turret_part3.smd
SMD MODEL Turret_part4.smd
SMD MODEL Turret_part5.smd
SMD MODEL Idle.smd
SMD MODEL challenger_phys.smd
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
WARNING: Error with convex elements of challenger_phys.smd, building single convex!!!!
Model has 1 convex sub-parts
Collision model completed.
---------------------
writing E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.mdl:
bones 964 bytes (1)
animation x y ips angle
@idle 0.00 0.00 : 0.00 ( 90.00) 0.1
animations 112 bytes (1 anims) (3 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 2296 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 400 bytes
keyvalues 0 bytes
bone transforms 0 bytes
bone flex driver 0 bytes
Collision model volume 3505456.50 in^3
collision 0 bytes
total 5908
---------------------
writing E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.vvd:
vertices 285312 bytes (5944 vertices)
vertices 285408 bytes (5946 vertices)
vertices 50112 bytes (1044 vertices)
vertices 2346768 bytes (48891 vertices)
vertices 68832 bytes (1434 vertices)
vertices 26016 bytes (542 vertices)
vertices 69024 bytes (1438 vertices)
vertices 17472 bytes (364 vertices)
vertices 9600 bytes (200 vertices)
vertices 16848 bytes (351 vertices)
vertices 118848 bytes (2476 vertices)
vertices 39936 bytes (832 vertices)
vertices 71472 bytes (1489 vertices)
vertices 48000 bytes (1000 vertices)
tangents 95104 bytes (5944 vertices)
tangents 95136 bytes (5946 vertices)
tangents 16704 bytes (1044 vertices)
tangents 782256 bytes (48891 vertices)
tangents 22944 bytes (1434 vertices)
tangents 8672 bytes (542 vertices)
tangents 23008 bytes (1438 vertices)
tangents 5824 bytes (364 vertices)
tangents 3200 bytes (200 vertices)
tangents 5616 bytes (351 vertices)
tangents 39616 bytes (2476 vertices)
tangents 13312 bytes (832 vertices)
tangents 23824 bytes (1489 vertices)
tangents 16000 bytes (1000 vertices)
total 4604928 bytes
---------------------
Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.sw.vtx":
body parts: 112 bytes
models: 280 bytes
model LODs: 168 bytes
meshes: 126 bytes
strip groups: 350 bytes
strips: 378 bytes
verts: 647559 bytes
indices: 283746 bytes
bone changes: 8 bytes
everything: 932595 bytes
---------------------
Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.dx80.vtx":
body parts: 112 bytes
models: 280 bytes
model LODs: 168 bytes
meshes: 126 bytes
strip groups: 350 bytes
strips: 378 bytes
verts: 647559 bytes
indices: 283746 bytes
bone changes: 120 bytes
everything: 932707 bytes
---------------------
Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.dx90.vtx":
body parts: 112 bytes
models: 280 bytes
model LODs: 168 bytes
meshes: 126 bytes
strip groups: 350 bytes
strips: 378 bytes
verts: 647559 bytes
indices: 283746 bytes
bone changes: 120 bytes
everything: 932707 bytes
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'Challenger\Challenger.mdl'
... Compiling ".\challenger.qc" finished. Check above for any errors.
... Compiling with Crowbar 0.34.0.0: "C:\Users\Ale\Desktop\Modding\Garry's Mod\modelli\challenger\challenger.qc" finished.
[/code]
send me the files and i will tell you what you have done wrong here
[QUOTE=Chuckymore;51643589]send me the files and i will tell you what you have done wrong here[/QUOTE]
Here you go.
[url]https://mega.nz/#!CEpg1CiT!0JCm8QiamAtZ4aLgjL0_mWjQi1E4kabLKN5ZqxhfB30[/url]
Here:
[url]https://my.mixtape.moe/mifkmk.zip[/url]
Fixed mesh (by reducing vertices)
[t]https://my.mixtape.moe/efztqa.jpg[/t]
[t]https://my.mixtape.moe/lhczay.jpg[/t]
Reduced vertices to allow the files to be compiled
Slightly better .qc code
also a fixed version .blend file
[QUOTE=Chuckymore;51645004]Here:
[url]https://my.mixtape.moe/mifkmk.zip[/url]
Fixed mesh (by reducing vertices)
[t]https://my.mixtape.moe/efztqa.jpg[/t]
[t]https://my.mixtape.moe/lhczay.jpg[/t]
Reduced vertices to allow the files to be compiled
Slightly better .qc code
also a fixed version .blend file[/QUOTE]
[IMG]https://i.gyazo.com/e93d61736f43eb4ef5cbe9c042578299.png[/IMG]
Hell yes it works!!
Thank you so much everyone for your help!
Sorry, you need to Log In to post a reply to this thread.