ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) with flexes.
4 replies, posted
Hello, so, what I'm trying to do is add a flex to a pre-existing model, but no matter what studiomdl I choose, it returns with the same error.
[CODE]Compiling ".\oildrum001.qc" ...
qdir: "c:\users\[Name censored]\desktop\modding\modelling\decompiled 0.36\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\steamapps\common\Half-Life 2\hl2\"
g_path: "oildrum001.qc"
Building binary model files...
Working on "oildrum001.qc"
SMD MODEL oildrum001_reference.smd
SMD MODEL oildrum001_reference_lod1.smd
SMD MODEL oildrum001_anims\idle.smd
SMD MODEL oildrum001_physics.smd
VTA MODEL oildrum001_reference.vta
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'props_c17\oildrum001.mdl'
... Compiling ".\oildrum001.qc" finished. Check above for any errors.[/CODE]
Here's the QC:
[CODE]$ModelName "props_c17\oildrum001.mdl"
$StaticProp
$BodyGroup "Body"
{
studio "oildrum001_reference.smd"
}
$SurfaceProp "metal_barrel"
$Contents "solid"
$CDMaterials "models\props_c17\"
$TextureGroup "skinfamilies"
{
{ "Oil_Drum001a" }
{ "Oil_Drum001c" }
{ "Oil_Drum001d" }
{ "Oil_Drum001e" }
{ "Oil_Drum001f" }
{ "Oil_Drum001g" }
}
$CBox 0 0 0 0 0 0
$BBox -14.5 -14.5 -0.281 14.5 14.5 45.281
$Sequence "idle" {
"oildrum001_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 5
loop
}
$CollisionModel "oildrum001_physics.smd"
{
$mass 30
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
$concave
}
$model flextest "oildrum001_reference.smd" {
flexfile "oildrum001_reference.vta"
{ // source of vertex animations
defaultflex frame 0 // relaxed position
flex "deform1" frame 1
flex "deform2" frame 2
}
flexcontroller phoneme range 0 1 deform1
flexcontroller phoneme range 0 1 deform2 // defines controllers that will appear in Faceposer etc.
%deform1 = deform1
%deform2 = deform2
}
$KeyValues
{
prop_data
{
"base" "Metal.Medium"
}
}[/CODE]
Could someone help me with this?
The .vta is 56 KBs.
The cause of the 'EXCEPTION_ACCESS_VIOLATION' could be varied,It's possible that one or more of your files were corrupt,or the model reach the limit that preseted by studiomdl,and even more possible causes that I don't know.
Provide us more information please?Such as uploading your source files.
[QUOTE=Loyalists;52515842]The cause of the 'EXCEPTION_ACCESS_VIOLATION' could be varied,It's possible that one or more of your files were corrupt,or the model reach the limit that preseted by studiomdl,and even more possible causes that I don't know.
Provide us more information please?Such as uploading your source files.[/QUOTE]
It can't be the limit because it's the same barrel model as seen in Half-Life 2.
Here I fixed up the QC for you:
[code]
$ModelName "props_c17\oildrum001.mdl"
$model flextest "oildrum001_reference.smd" {
flexfile "oildrum001_reference.vta"
{ // source of vertex animations
defaultflex frame 0 // relaxed position
flex "deform1" frame 1
flex "deform2" frame 2
}
flexcontroller phoneme range 0 1 deform1
flexcontroller phoneme range 0 1 deform2 // defines controllers that will appear in Faceposer etc.
%deform1 = deform1
%deform2 = deform2
}
$SurfaceProp "metal_barrel"
$Contents "solid"
$CDMaterials "models\props_c17\"
$TextureGroup "skinfamilies"
{
{ "Oil_Drum001a" }
{ "Oil_Drum001c" }
{ "Oil_Drum001d" }
{ "Oil_Drum001e" }
{ "Oil_Drum001f" }
{ "Oil_Drum001g" }
}
$CBox 0 0 0 0 0 0
$BBox -14.5 -14.5 -0.281 14.5 14.5 45.281
$Sequence "idle" {
"oildrum001_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 5
loop
}
$CollisionModel "oildrum001_physics.smd"
{
$mass 30
$inertia 1
$damping 0
$rotdamping 0
$concave
}
$KeyValues
{
prop_data
{
"base" "Metal.Medium"
}
}
[/code]
I removed the $Staticprop line, removed the $Bodygroup lines, removed $rootbone " " from the $Collisionmodel line, and placed the $model and flex lines at the top just under $modelname.
$Staticprop and $Bodygroup conflict with flexes, $rootbone with no name can cause some errors, and $model and flexes need to be placed at the top of the QC under $modelname.
[QUOTE=ficool2;52518992]Here I fixed up the QC for you:
[code]
$ModelName "props_c17\oildrum001.mdl"
$model flextest "oildrum001_reference.smd" {
flexfile "oildrum001_reference.vta"
{ // source of vertex animations
defaultflex frame 0 // relaxed position
flex "deform1" frame 1
flex "deform2" frame 2
}
flexcontroller phoneme range 0 1 deform1
flexcontroller phoneme range 0 1 deform2 // defines controllers that will appear in Faceposer etc.
%deform1 = deform1
%deform2 = deform2
}
$SurfaceProp "metal_barrel"
$Contents "solid"
$CDMaterials "models\props_c17\"
$TextureGroup "skinfamilies"
{
{ "Oil_Drum001a" }
{ "Oil_Drum001c" }
{ "Oil_Drum001d" }
{ "Oil_Drum001e" }
{ "Oil_Drum001f" }
{ "Oil_Drum001g" }
}
$CBox 0 0 0 0 0 0
$BBox -14.5 -14.5 -0.281 14.5 14.5 45.281
$Sequence "idle" {
"oildrum001_anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 5
loop
}
$CollisionModel "oildrum001_physics.smd"
{
$mass 30
$inertia 1
$damping 0
$rotdamping 0
$concave
}
$KeyValues
{
prop_data
{
"base" "Metal.Medium"
}
}
[/code]
I removed the $Staticprop line, removed the $Bodygroup lines, removed $rootbone " " from the $Collisionmodel line, and placed the $model and flex lines at the top just under $modelname.
$Staticprop and $Bodygroup conflict with flexes, $rootbone with no name can cause some errors, and $model and flexes need to be placed at the top of the QC under $modelname.[/QUOTE]
Thank you so much, I'll test it now.
It works!
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