Crowbar not outputting files.

So I’m trying to export Banjo Kazooie’s “Treasure Trove Cove” map into a model for Gmod, and for some reason it always creates the output folder but it’s always empty.

Any ideas?

data below -----

.qc file

$modelname “banjokazooie reasuretrovecove\geometry.mdl”
$body mybody “TreasureTrove.smd”
$staticprop
$surfaceprop combine_metal
$cdmaterials “models\banjokazooie reasuretrovecove”

$sequence idle “TreasureTrove.smd”

$collisionmodel “TreasureTrove.smd” { $concave }

Crowbar

https://vgy.me/MjsS2C.png

Log

Compiling with Crowbar 0.38.0.0: “C:\Users\Will\Documents
64\Treasyre\HL2\TreasureTrove.qc” …

Compiling “.\TreasureTrove.qc” …
qdir: “c:\users\will\documents
64 reasyre\hl2”
gamedir: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod”
g_path: “TreasureTrove.qc”
Building binary model files…
Working on “TreasureTrove.qc”
SMD MODEL TreasureTrove.smd
$definebone “static_prop” “” 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000 0.000000
… Compiling “.\TreasureTrove.qc” finished. Check above for any errors.

… Compiling with Crowbar 0.38.0.0: “C:\Users\Will\Documents
64\Treasyre\HL2\TreasureTrove.qc” finished.

Take out -definebones, it just prints out the bones and skips compiling.

Seems to work.

However, the model doesn’t load in hlmv, and in Gmod it comes out as

https://vgy.me/508g7C.png[/thumb]

Here’s what Blender has on it.

[thumb]https://vgy.me/xS9rAO.png[/thumb]

[thumb]https://vgy.me/8aYh3U.png[/thumb]

I tried the scene export and, well…

[thumb]https://vgy.me/ioLDBN.png

Anyone know how to get Blender to treat it all as one big prop? I have it all grouped, but I’m not sure if Source Tools recognizes that.

[editline]6th March 2017[/editline]

Tried CTRL+J to merge it all, seems to be working so far.

Model didn’t export.

Compiling with Crowbar 0.38.0.0: “C:\Users\Will\Documents
64\Treasyre\HL2\TreasureTrove.qc” …

Compiling “.\TreasureTrove.qc” …
qdir: “c:\users\will\documents
64 reasyre\hl2”
gamedir: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod”
g_path: “TreasureTrove.qc”
Building binary model files…
Working on “TreasureTrove.qc”
SMD MODEL TreasureTrove.smd
ERROR: Too many materials used, max 32
ERROR: Aborted Processing on ‘banjokazooie reasuretrovecove\geometry.mdl’
WARNING: Leaking 1 elements
… Compiling “.\TreasureTrove.qc” finished. Check above for any errors.

… Compiling with Crowbar 0.38.0.0: “C:\Users\Will\Documents
64\Treasyre\HL2\TreasureTrove.qc” finished.

Is there a way to have Blender merge all the textures into one big one?

You’ll have to create one big texture, and then edit the UV of each model with matching textures to fit and be placed in the location of the new texture.

For example, here’s the new texture from a PS2 model which I made.

http://www.kyle93.co.uk/i/bd92f.png

You, in blender, need to move each material’s UV’s to their corresponding place. Originally they would fit the entire screen, but now you only want them to fit the little section of your model.

This character’s cape:

http://www.kyle93.co.uk/i/2df48.png

How it looks like in the UV map editor (you can see it’s ONLY in the area where the cape is)

http://www.kyle93.co.uk/i/cf626.png

If you don’t know much about UV’s, here’s a little tutorial I made. While it’s about making custom textures, I go into how UV’s work in the beginning:

Alright, however the Treasure Trove model contains repeating textures.

How do I get those to work correctly?

Alright, managed to hack it together by splitting the model in twain.

Now all I need is to get the textures working and figure out why the second model is a prop while the other is an effect.

https://vgy.me/UqajTr.jpg

data----

https://vgy.me/5UPRHC.png

https://vgy.me/73NMtQ.png

.qc files

https://vgy.me/8KfhOZ.png

materials folder.tried changing “lughtmappedgeneic” to “vertexlitgeneric”, but didn’t do anything,

paste the txt of the .vmt

If you used Crowbar, you can goto the “View” tab and load the model, you’ll be able to see what the materials are named as.

.vmt data
“VertexlitGeneric”
{
“$basetexture” “models/banjokazooie/treasuretrovecove/image_0009”
“$surfaceprop” “Metal”
“$translucent” 1
}

model viewer output

Material Folders ($CDMaterials lines in QC file – folders where VMT files should be, relative to game’s “materials” folder):
“\models\banjokazooie reasuretrovecove”

Material File Names (file names in mesh SMD files):
(Total used: 32)
“material_0003”
“material_0033”
“material_0009”
“material_0010”
“material_0018”
“material_0020”
“material_0013”
“material_0015”
“material_0001”
“material_0031”
“material_0008”
“material_0006”
“material_0004”
“material_0022”
“material_0011”
“material_0002”
“material_0026”
“material_0036”
“material_0024”
“material_0012”
“material_0019”
“material_0017”
“material_0014”
“material_0000”
“material_0007”
“material_0044”
“material_0041”
“material_0027”
“material_0028”
“material_0005”
“material_0016”
“material_0038”

if “material_0009” is what is n the .smd then image_0009 needs to be renamed material_0009 or vise versa change the material_0009 in the .smd to image_0009 along with the other file names

Did that, didn’t work.

.qc-----

$modelname “banjokazooie reasuretrovecove\geometry2.mdl”
$scale 1
$body mybody “TreasureTrove B.smd”
$staticprop
$surfaceprop combine_metal
$cdmaterials “models\banjokazooie reasuretrovecove”

$sequence idle “TreasureTrove B.smd”

view in crowbar------

Material Folders ($CDMaterials lines in QC file – folders where VMT files should be, relative to game’s “materials” folder):
“models\banjokazooie reasuretrovecove”

Material File Names (file names in mesh SMD files):
(Total used: 20)
“material_0034”
“material_0039”
“material_0048”
“material_0047”
“material_0032”
“material_0029”
“material_0035”
“material_0037”
“material_0030”
“material_0040”
“material_0042”
“material_0043”
“material_0023”
“material_null”
“material_0046”
“material_0045”
“material_0021”
“material_0050”
“material_0049”
“material_0025”

materials folder

https://vgy.me/EBz1Xd.png

and you edited the .vmt name and the txt in side ??

Edited the material name, didn’t edit the inside text.

Seems to work now, thanks! The last problem I’m having is the polygons on the second model don’t sync to the first model’s.

Seems I placed the model a little in front of the other.

But now I’m having this mess.

https://vgy.me/y2F2vK.jpg

snip:

I’m assuming this is from the compile, so here’s that.

Compiling with Crowbar 0.38.0.0: “C:\Users\Will\Documents
64\Treasyre\HL2\TreasureTrove2.qc” …

Compiling “.\TreasureTrove2.qc” …
qdir: “c:\users\will\documents
64 reasyre\hl2”
gamedir: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod”
g_path: “TreasureTrove2.qc”
Building binary model files…
Working on “TreasureTrove2.qc”
SMD MODEL TreasureTrove B.smd
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/banjokazooie reasuretrovecove\geometry2.mdl:
bones 964 bytes (1)
animation x y ips angle
@idle 0.00 0.00 : 1.#J ( 90.00) 0.0
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 1324 bytes
keyvalues 0 bytes
bone transforms 0 bytes
collision 0 bytes
total 5516
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/banjokazooie reasuretrovecove\geometry2.vvd:
vertices 21264 bytes (443 vertices)
tangents 7088 bytes (443 vertices)
total 28416 bytes
---------------------
Generating optimized mesh “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/banjokazooie reasuretrovecove\geometry2.sw.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 180 bytes
strip groups: 500 bytes
strips: 540 bytes
verts: 3987 bytes
indices: 1350 bytes
bone changes: 168 bytes
everything: 6789 bytes
---------------------
Generating optimized mesh “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/banjokazooie reasuretrovecove\geometry2.dx80.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 180 bytes
strip groups: 500 bytes
strips: 540 bytes
verts: 3987 bytes
indices: 1350 bytes
bone changes: 168 bytes
everything: 6789 bytes
---------------------
Generating optimized mesh “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\models/banjokazooie reasuretrovecove\geometry2.dx90.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 180 bytes
strip groups: 500 bytes
strips: 540 bytes
verts: 3987 bytes
indices: 1350 bytes
bone changes: 168 bytes
everything: 6789 bytes

Completed "TreasureTrove2.qc"

… Compiling “.\TreasureTrove2.qc” finished. Check above for any errors.

… Compiling with Crowbar 0.38.0.0: “C:\Users\Will\Documents
64\Treasyre\HL2\TreasureTrove2.qc” finished.

[editline]8th March 2017[/editline]

Nevermind, apparently what caused that was setting translucency to 1 in the .vmt.

https://vgy.me/gajY2J.jpg[/thumb]
[thumb]https://vgy.me/r5vJY0.jpg

Anyone know how to make these materials’ alphas work?

Translucency is affected by the “Alpha” channel in the Diffuse texture.

If the Alpha channel is black. Then it means that the part that it is affecting, will have no affect on Transparency. If it’s closer to white, it becomes transparent.

Might you have an example of an alpha texture image?

Sure. If you decompiled some tree, opened it’s texture and looked at the Alpha channel, you’d get something like this.

http://xeolabs.com/images/scenejs/leavesAlphaMap.jpg

Black means no transparency. White means transparency.

Alright, and how would I go about decompiling the tree and inputing the alpha into VTFEdit?