• GUIStudioMDL: eyeball_r problem
    7 replies, posted
This one's a bizarre problem with the GUIStudioMDL program. I've recently successfully decompiled some custom tf2 player models. I went and edited one of the models in Blender and rendered it as an .smd. However, when compiling the .qc file, I always get the same problem: ERROR: c:\users\eranthis\documents\blender\models\team fortress 2\custom\soldier\output\mdldecompiler.qc(41): - can't find eyeball texture "eyeball_r" on model ERROR: Aborted Processing on 'player/soldier.mdl' I later found out that using the mirroring modifier in blender took out half of the model I was working with and thus I thought the problem was the right eye was just removed. Even after assigning the eyeball_r the texture, the error was still there. Desperate, I went and compiled the decompiled files I had and the .qc and the error was still the same! Now I'm not expecting a solution since this has no rhyme or reason, so besides the obvious question of "what's the problem," I'm just going to ask, is there another way to compile qc files without GUIStudioMDL? Besides this error, this program has been giving me some problems just configuring it so I'd like to know if there is simply another program to use. Edit: StudioCompiler also gives me this error.
[QUOTE=Game Zombie;44120381][url]http://steamcommunity.com/groups/CrowbarTool[/url][/QUOTE] Use that for both compiling and decompiling. And make sure the name is just 'eyeball_r' not 'path/eyeball_r.bmp' Ore better yet, just use [URL="http://tf2.gamebanana.com/tools/5422"]this[/URL]. Everything there is pre-fixed, just replace the .smd files with your own.
[QUOTE=SergerantJoe;44120541]Use that for both compiling and decompiling. And make sure the name is just 'eyeball_r' not 'path/eyeball_r.bmp' Ore better yet, just use [URL="http://tf2.gamebanana.com/tools/5422"]this[/URL]. Everything there is pre-fixed, just replace the .smd files with your own.[/QUOTE] Oh I definitely have the Crowbar tool now but the compiling issue is still the same. I even had all of the decompiled files to use and I tried replacing the reference model with the model of the smd I made. It still gives me the eye issue. Although, what do you mean by eyeball_r and not path/eyeball_r?
If you're using Crowbar that doesn't matter. Have you actually assigned it to the eye mesh?
[QUOTE=SergerantJoe;44120826]If you're using Crowbar that doesn't matter. Have you actually assigned it to the eye mesh?[/QUOTE] The model I'm working with should have the textures assigned to it. However I'm going back in blender to see if I can retexture the model again. If it doesn't make a difference, then I imagine this problem is broken. [editline]3rd March 2014[/editline] I opened up the smd file in notepad++ and replaced all the eye textures with the default (since both models are aligned facially). Now the new error is: Rule for unknown flex defaultFaceUpper Now the model will compile but without the default face, happySmallUpper, and default face upper.
I manage to fix most of the overall problems. As it turns out, the custom model I modified had its own eyeball textures and the qc had the default eye textures assigned. Also turns out the facial expressions were not part of the original model.
I'm trying to do a Cheaple (which has no eye models) and it won't compile. What do I do in this situation?
[QUOTE=Gamer#1;52651962]I'm trying to do a Cheaple (which has no eye models) and it won't compile. What do I do in this situation?[/QUOTE] First of all you need to check the date of the last post
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