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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