• Model I am trying to compile into gmod appears as a blank effect.
    33 replies, posted
Hi, Ive been recently trying to get this model into Gmod: [img] http://filesmelt.com/dl/3dfail.jpg[/img] I compile it in GUIstudioMDL with no errors. But, when I go in game, it looks like this. [img] http://filesmelt.com/dl/fail28.jpg[/img] Can anyone help me out with this? The reference, idle, and physics model are the same model, so I think that might be a problem. Here's my qc: [code]$modelname Bike/Bike.mdl $cdmaterials Models/Bike $scale 1 $body mybody "bikeref.smd" $staticprop $surfaceprop "metal" $sequence idle "bikeidle.smd" loop fps 15 $collisionmodel "bikephys.smd" { $Mass 10 $concave } $keyvalues { "Metal.Medium" { "base" "Metal.Base" } }[/code]
You actually have to make a collision model
[QUOTE=YourFriendJoe;38494279]You actually have to make a collision model[/QUOTE] How can I make one? can I just make a cube that's the same size as the model itself? I'm a beginner so I really don't know much.
[QUOTE=marco900;38494316]How can I make one? can I just make a cube that's the same size as the model itself? I'm a beginner so I really don't know much.[/QUOTE] If you want to take the easy way then yes, just make a cube about the same length and size of the bike.
I did just that and same thing happened. You think I might need to add bones to the model? I saw a tutorial on youtube where the guy put bones on a cube he got into gmod but then I saw another tut where the guy didn't but bones at all.
[QUOTE=marco900;38494797]I did just that and same thing happened. You think I might need to add bones to the model? I saw a tutorial on youtube where the guy put bones on a cube he got into gmod but then I saw another tut where the guy didn't but bones at all.[/QUOTE] I'm tired as hell so I may just be making this up out of nowhere but if my memory is correct you have to put a bone on the model.
Oh. Ill try that then.
you dont have to put a bone but you have to export the idle sequence and if you want to go the noob way out you can get the compiler to shrinkwrap a collision model for you by using the reference smd as the collision smd
[QUOTE=Rinfect;38495351][code]$collisionmodel "bikephys.smd"[/code] try change this to [code]$collisionmodel "bikeref.smd"[/code][/QUOTE] I tried that and it didnt work. As I said, The phys and idle smds were pretty much copies of the ref smds.
look at materials/model/bike then open the .vmt of the model there. post it here.
I dont know if this has to do anything with this, but the model in 3ds max is a group. Could that be the cause of this? Is there anyway I can make all these models in the group one model? [editline]17th November 2012[/editline] [QUOTE=fharen;38495630]look at materials/model/bike then open the .vmt of the model there. post it here.[/QUOTE] Oh, I haven't converted the tga into vtfs vet. The last two models Ive gotten into gmod, I made sure the model was working properly in gmod then I took care of the textures,
[QUOTE=marco900;38495636]I dont know if this has to do anything with this, but the model in 3ds max is a group. Could that be the cause of this? Is there anyway I can make all these models in the group one model? [editline]17th November 2012[/editline] Oh, I haven't converted the tga into vtfs vet. The last two models Ive gotten into gmod, I made sure the model was working properly in gmod then I took care of the textures,[/QUOTE] Attach them
I feel like an idiot but, can anyone show me how to attach all these parts together? Ive been trying and have watched multiple tutorials but to no avail. Or could I have them as an assembly? Would that work?
grouping should have nothing to do with it, check the scaling. its probably so small that you cant see it [editline]18th November 2012[/editline] which also normally makes it an effect
[QUOTE=marco900;38496955]I feel like an idiot but, can anyone show me how to attach all these parts together? Ive been trying and have watched multiple tutorials but to no avail. Or could I have them as an assembly? Would that work?[/QUOTE] you'll find what you're looking for [URL="http://www.facepunch.com/showthread.php?t=542906"]here[/URL] at section 5a
It's not small enough. It's larger than the last two models Ive got into gmod. Also I managed to attach everything into one model, but the I get the same result.
I think it has something to do with the texture,. as you said earlier you haven't converted the .tga to .vtf yet,. I only know that source only uses .vtf files for textures, and the vertexlit-something on the .vmt file
I've compiled models without converting the textures, and they've come out fine.
When you export from 3dsmax, does the exporter give you any erors? Also when you import the SMD into max, does it appear as it should? My best guess is, that you aren't applying the materials.
[QUOTE=wraithcat;38508690]When you export from 3dsmax, does the exporter give you any erors? Also when you import the SMD into max, does it appear as it should? My best guess is, that you aren't applying the materials.[/QUOTE] I dont get any errors at all in the exporter. But I always get the same numbers [code]Loaded QC file - "C:\Users\marco900\Desktop\BIKE\compile\Bike.qc" Created command line: "E:\program files\Steam\steamapps\djmarco900\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod" -nop4 -nox360 C:\Users\marco900\Desktop\BIKE\compile\Bike.qc qdir: "c:\users\marco900\desktop\bike\compile\" gamedir: "E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod\" g_path: "C:\Users\marco900\Desktop\BIKE\compile\Bike.qc" Building binary model files... Working on "Bike.qc" SMD MODEL bikeref.smd SMD MODEL bikeidle.smd SMD MODEL bikephys.smd Collision model completed. --------------------- writing E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod\models/Bike/Bike.mdl: bones 676 bytes (0) animations 112 bytes (1 anims) (1 frames) [0:00] sequences 216 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 4 bytes keyvalues 56 bytes bone transforms 0 bytes collision 0 bytes total 1288 --------------------- writing E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod\models/Bike/Bike.vvd: vertices 0 bytes (0 vertices) tangents 0 bytes (0 vertices) total 64 bytes --------------------- Generating optimized mesh "E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod\models/Bike/Bike.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 "E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod\models/Bike/Bike.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 "E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod\models/Bike/Bike.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 "Bike.qc"[/code]
Yeah try reimporting the SMD. Or even open it in notepad to see what's in there. As far as I can see, the compiler is reading no mesh in it.
Yeah, When I look in the actual folder where the compiled model is, there's no .phy file.
I imported the SMD and the result is this. [img]http://filesmelt.com/dl/smdimport.jpg[/img]
Before you jump into making a collision mesh, you might want to put this on the top line of the .qc [code]$cd "C:\Users\marco900\Desktop\BIKE\compile\"[/code] I'm just assuming where the .smd would be. This path has to lead to where "bikeref.smd" is.
cant believe i didnt think of this, is there an assigned .tga or sometihng or did you just throw a color on there without making uvs
[QUOTE=marco900;38523575]I imported the SMD and the result is this. [img]http://filesmelt.com/dl/smdimport.jpg[/img][/QUOTE] Yeah - It's as i thought it is. The SMD has no mesh, since you never applied a bitmap material to the mesh before exporting. What you have to do before you export could be as simple as Drag and drop your texture map (jpeg, dds, tga, whatever really) on the mesh and only then export. Also keep in mind that the exporter only takes Editable meshes and editable polies (sometimes) if you have it as splines or anything else, you'll have to convert it first. The compiler is working correctly. Therej ust isn't a model for it to compile.
Ok, so that worked, thanks alot wraithcat. But I have a problem now when I try to compile. I get this: [code]GUIStudioMDL 2.2/Source - © 2007 Neil 'Jed' Jedrzejewski - http://www.wunderboy.org/ Added game config - "Garry's Mod" Loaded QC file - "C:\Users\marco900\Desktop\BIKE\compile\Bike.qc" Created command line: "E:\program files\Steam\steamapps\djmarco900\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod" -nop4 -nox360 C:\Users\marco900\Desktop\BIKE\compile\Bike.qc qdir: "c:\users\marco900\desktop\bike\compile\" gamedir: "E:\program files\Steam\steamapps\djmarco900\garrysmod\garrysmod\" g_path: "C:\Users\marco900\Desktop\BIKE\compile\Bike.qc" Building binary model files... Working on "Bike.qc" SMD MODEL bikeref.smd ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'Bike/Bike.mdl' WARNING: Leaking 1 elements[/code] Anyone know about this? I converted everything to editable meshes. I'm thinking it's because I just made copies of the reference model and renamed them to be idle and collision model. But I did that with the M60 model that zurf3r uploaded on the Bf3 Models thread and it worked out fine.
Any chance to see the QC as well? As to the error, in my experience there's about 4 differentn causes to it. a) bad vertex weights b) too many polygons c) bad folders into which you are compiling d) missing something important in the QC. But more often then not, it means something is still sort of wrong with the SMD.
Here's the qc. I don't think ive changed anything, but here it is. [code]$modelname Bike/Bike.mdl $cdmaterials Models/Bike $scale 0.3 $body mybody "bikeref.smd" $staticprop $surfaceprop "metal" $sequence idle "bikeidle.smd" loop fps 15 $collisionmodel "bikephys.smd" { $Mass 10 $concave } $keyvalues { "Metal.Medium" { "base" "Metal.Base" } }[/code] [editline]20th November 2012[/editline] What is the polygon limit for source? The polygon counter in 3ds max says the model has 179,673 polygons.
[QUOTE=marco900;38535339]the model has 179,673 polygons.[/QUOTE] holy FUCK how and anyway yes thats why most models over around 50k polys wont compile unless you do tricky stuff, but 179k polys for that bike i really dont see how you managed that
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