• HLMV cant view model
    2 replies, posted
Reposting because other thread was broken, no one could reply Crowbar tells me that theres "no texture data" Ive remade the animations and redone the qc more than twice for this custom swep ive been making, yet I still get a "ERROR VIEWING MODEL" when trying to open up the finished .mdl in HLMV. I believe the problem might have to do about the qc script, even if crowbar gives back no errors. here is the qc script for the swep $modelname "stick\weapons\stick.mdl" $scale 1   $bodygroup "studio" {         studio "reference.smd" } $proceduralbones c_arms_vrd.vrd $surfaceprop "default" $contents "solid"   $illumposition 3.99 -9.538 -6.393   $bbox -9.089 -11.527 -13.175 24.027 7.405 0.169   $cbox 0 0 0 0 0 0   $cdmaterials "materials\stick\black"   $hboxset "default"   $sequence "idle" "anims\idle.smd" {         fps 30         "ACT_VM_IDLE" 1         loop         snap         node "Ready" }   $sequence "stab" "anims\stab.smd" {         fps 16         snap         "ACT_VM_PRIMARYATTACK" 1 }   $sequence "throw" "anims\throw.smd" {         fps 25         snap         "ACT_VM_SECONDARYATTACK" 1 }   $sequence "draw" "anims\draw.smd" {         fps 10         snap         "ACT_VM_DRAW" 1 }     $bonemerge "ValveBiped.Bip01_Spine4" $bonemerge "ValveBiped.Bip01_L_Clavicle" $bonemerge "ValveBiped.Bip01_L_UpperArm" $bonemerge "ValveBiped.Bip01_L_Forearm" $bonemerge "ValveBiped.Bip01_L_Hand" $bonemerge "ValveBiped.Bip01_L_Wrist" $bonemerge "ValveBiped.Bip01_L_Finger4" $bonemerge "ValveBiped.Bip01_L_Finger41" $bonemerge "ValveBiped.Bip01_L_Finger42" $bonemerge "ValveBiped.Bip01_L_Finger3" $bonemerge "ValveBiped.Bip01_L_Finger31" $bonemerge "ValveBiped.Bip01_L_Finger32" $bonemerge "ValveBiped.Bip01_L_Finger2" $bonemerge "ValveBiped.Bip01_L_Finger21" $bonemerge "ValveBiped.Bip01_L_Finger22" $bonemerge "ValveBiped.Bip01_L_Finger1" $bonemerge "ValveBiped.Bip01_L_Finger11" $bonemerge "ValveBiped.Bip01_L_Finger12" $bonemerge "ValveBiped.Bip01_L_Finger0" $bonemerge "ValveBiped.Bip01_L_Finger01" $bonemerge "ValveBiped.Bip01_L_Finger02" $bonemerge "ValveBiped.Bip01_R_Clavicle" $bonemerge "ValveBiped.Bip01_R_UpperArm" $bonemerge "ValveBiped.Bip01_R_Forearm" $bonemerge "ValveBiped.Bip01_R_Hand" $bonemerge "ValveBiped.Bip01_R_Wrist" $bonemerge "ValveBiped.Bip01_R_Finger4" $bonemerge "ValveBiped.Bip01_R_Finger41" $bonemerge "ValveBiped.Bip01_R_Finger42" $bonemerge "ValveBiped.Bip01_R_Finger3" $bonemerge "ValveBiped.Bip01_R_Finger31" $bonemerge "ValveBiped.Bip01_R_Finger32" $bonemerge "ValveBiped.Bip01_R_Finger2" $bonemerge "ValveBiped.Bip01_R_Finger21" $bonemerge "ValveBiped.Bip01_R_Finger22" $bonemerge "ValveBiped.Bip01_R_Finger1" $bonemerge "ValveBiped.Bip01_R_Finger11" $bonemerge "ValveBiped.Bip01_R_Finger12" $bonemerge "ValveBiped.Bip01_R_Finger0" $bonemerge "ValveBiped.Bip01_R_Finger01" $bonemerge "ValveBiped.Bip01_R_Finger02" heres what crowbar says upon compiling Compiling with Crowbar 0.38.0.0: "C:\Users\giftc\Desktop\SWEP_Stick\stick\compile.qc" ...   Compiling ".\compile.qc" ...     qdir:    "c:\users\giftc\desktop\swep_stick\stick\"     gamedir: "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\"     g_path:  "compile.qc"     Building binary model files...     Working on "compile.qc"     SMD MODEL reference.smd     SMD MODEL anims\idle.smd     SMD MODEL anims\stab.smd     SMD MODEL anims\throw.smd     SMD MODEL anims\draw.smd     quatinterpbone "Bip01_L_Elbow" unused     quatinterpbone "Bip01_R_Ulna" unused     quatinterpbone "Bip01_R_Elbow" unused     quatinterpbone "Bip01_L_Ulna" unused     ---------------------     writing D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stick\weapons\stick.mdl:     bones        10272 bytes (41)        animation       x       y       ips    angle            @idle    0.00    0.00 :    0.00 (  90.00) 1.0            @stab    0.00    0.00 :    0.00 (  90.00) 1.0           @throw    0.00    0.00 :    0.00 (  90.00) 1.0            @draw    0.00    0.00 :    0.00 (  90.00) 1.0     animations    5540 bytes (4 anims) (85 frames) [0:04]     sequences     1036 bytes (4 seq)      ik/pose        164 bytes     eyeballs         0 bytes (0 eyeballs)     flexes           0 bytes (0 flexes)     textures         4 bytes     keyvalues        0 bytes     bone transforms     5640 bytes     collision        0 bytes     total        23960     ---------------------     writing D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stick\weapons\stick.vvd:     vertices         0 bytes (0 vertices)     tangents         0 bytes (0 vertices)     total           64 bytes     ---------------------     Generating optimized mesh "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stick\weapons\stick.sw.vtx":     body parts:         8 bytes     models:            20 bytes     model LODs:        12 bytes     meshes:             0 bytes     strip groups:       0 bytes     strips:             0 bytes     verts:              0 bytes     indices:            0 bytes     bone changes:       8 bytes     everything:        72 bytes     ---------------------     Generating optimized mesh "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stick\weapons\stick.dx80.vtx":     body parts:         8 bytes     models:            20 bytes     model LODs:        12 bytes     meshes:             0 bytes     strip groups:       0 bytes     strips:             0 bytes     verts:              0 bytes     indices:            0 bytes     bone changes:       8 bytes     everything:        72 bytes     ---------------------     Generating optimized mesh "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stick\weapons\stick.dx90.vtx":     body parts:         8 bytes     models:            20 bytes     model LODs:        12 bytes     meshes:             0 bytes     strip groups:       0 bytes     strips:             0 bytes     verts:              0 bytes     indices:            0 bytes     bone changes:       8 bytes     everything:        72 bytes          Completed "compile.qc"   ... Compiling ".\compile.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.38.0.0: "C:\Users\giftc\Desktop\SWEP_Stick\stick\compile.qc" finished. and heres some screenshots of the file paths. https://files.facepunch.com/forum/upload/271376/055c55bd-fae7-4c56-b5cd-e3f1a3a33789/4.PNG https://files.facepunch.com/forum/upload/271376/e184d60b-5fa9-48e1-b5de-48392cef9ff6/3.PNG https://files.facepunch.com/forum/upload/271376/9372e32d-9eda-419e-91c4-985d61071545/2.PNG https://files.facepunch.com/forum/upload/271376/1553c706-216e-4272-928a-c0af5ce21a71/1.PNG
make sure in the modeling program that the model actually has materials/textures on it before compile. Also the $cdmaterials should be stick not materials/stick/stick as it uses that for the actual garrysmod directory not before compiling
Ok, made the cdmaterial change. in the tutorial I followed (first time) the skeleton model we used for making the animations had a model without textures( hands, sleeves ), should I give that a texture as well or does gmod just use the skeleton and replace it with its own default skeleton?
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