fucking "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)" again

all folders exist
all files exist
these models compiled fine on my old computer
it is not a bodygroup limit or polycount limit problem, it happens even if leave out all but the most essential SMDs
running the garrysmod studiomdl through Crowbar

QC:


// Created by Crowbar 0.12.0.0
 
$modelname "joazzz\warhammer40k\spacemarines\WordBearers\Traitor\Mk5Heresy.mdl"
 
$bodygroup "Body"
{
    studio "mk6_torso_v1.smd"
    studio "mk6_torso_v2.smd"
    studio "mk6_torso_v4.smd"
    studio "mk4_torso_v2.smd"
}
$bodygroup "feet"
{
    studio "feet_basic.smd"
}
$bodygroup "arms"
{
    studio "mk7_arms_new.smd"
    studio "mk7_arms_veteran_v1.smd"
    studio "mk7_arms_veteran_v2.smd"
}
$bodygroup "arm_armour"
{
    blank
    studio "commander_arm_armour2.smd"
}
$bodygroup "thighs"
{
    studio "mk5_thighs.smd"
}
 
$bodygroup "leg_left_lower"
{
    studio "mk7_calfL_v1.smd"
    studio "mk7_calfL_v2.smd"
    studio "mk7_calfL_v3.smd"
}
 
$bodygroup "leg_right_lower"
{
    studio "mk7_calfR_v1.smd"
    studio "mk7_calfR_v2.smd"
    studio "mk7_calfR_v3.smd"
}
$bodygroup "shoulder_armour_left"
{
    blank
    studio "mk3_shoulder_armour_left.smd"
}
$bodygroup "shoulder_armour_right"
{
    blank  
    studio "mk3_shoulder_armour_right.smd"
}
$bodygroup "helmet"
{
    studio "mk5_helmet_v1.smd"
    studio "mk5_helmet_v2.smd"
    studio "mk5_helmet_v3.smd"
    studio "mk5_helmet_v4.smd"
    studio "mk2_helmet_v1.smd"
    studio "mk3_helmet_v1.smd"
    studio "mk4_helmet_v11.smd"
    blank
}
$bodygroup "helmetdecor"
{
    blank
    studio "mk5_helmet_v1_studs.smd"
    studio "mk5_helmet_v2_studs.smd"
    studio "mk5_helmet_v3_studs.smd"
    studio "mk5_helmet_v4_studs.smd"   
}
$bodygroup "horns"
{
    blank
    studio "wordbearer_horns1.smd"
    studio "wordbearer_horns2.smd"
    studio "wordbearer_horns3.smd"
}
$bodygroup "neck_armor"
{
    blank
    studio "mk6_gorget.smd"
}
$bodygroup "eyecamera"
{
    blank
    studio "bionic_eye_left1.smd"
}
$bodygroup "belt_pouches"
{
    blank
    studio "pouches.smd"
}
$bodygroup "shoulder_R"
{
    studio "mk6_shoulder_smooth_Right_legion.smd"
    studio "mk4_shoulder_R.smd"
    studio "mk7_shoulder_rim_R_Legion.smd"
    studio "mk7_shoulderbasic_V2R_Legion.smd"
}
$bodygroup "shoulder_L"
{
    studio "mk6_shoulder_studs_Left.smd"
    studio "mk4_shoulder_L.smd"
    studio "mk7_shoulder_rim_L.smd"
    studio "mk7_shoulderbasic_studs_LV2.smd"
}
$bodygroup "backpack"
{
    studio "mk5_backpack_v3.smd"
    studio "mk5_backpack_v1.smd"
    studio "jumppack_crusade_noharness.smd"
}
$bodygroup "loincloth"
{
    blank
    studio "mk7_cingulum.smd"
}
$bodygroup "leg_armorstuds_R"
{
    studio "legstuds_R.smd"
    blank
}
$bodygroup "leg_armorstuds_L"
{
    studio "legstuds_L.smd"
    blank
}
$opaque
$cdmaterials "models\joazzz\warhammer40k\spacemarines\WordBearers\Traitor\"
$cdmaterials "models\joazzz\warhammer40k\spacemarines\"
$texturegroup "skinfamilies"
{
    {"sm_helmets_1"}
    {"sm_helmets_1_2"}
    {"sm_helmets_1_3"}
}
// Model uses material "sm_armour_blood_ravens_torso_dif.vmt"
// Model uses material "sm_armour_blood_ravens_armr_dif.vmt"
// Model uses material "sm_armour_blood_ravens_arml_dif.vmt"
// Model uses material "sm_armour_blood_ravens_legr_dif.vmt"
// Model uses material "sm_armour_blood_ravens_legl_dif.vmt"
// Model uses material "sm_armour_blood_ravens_helmet_dif.vmt"
// Model uses material "sm_armour_blacktemp_helmet_dif.vmt"
// Model uses material "assault_marine_head_dif.vmt"
// Model uses material "sm_armour_corvus_helmet_dif.vmt"
// Model uses material "sm_armour_blood_ravens_shldrl_dif.vmt"
// Model uses material "sm_armour_blacktemp_shldrleft_dif.vmt"
// Model uses material "power_armour_mantle_great_father_dif.vmt"
// Model uses material "sm_armour_blood_ravens_shldrr_dif.vmt"
// Model uses material "sm_armour_blacktemp_shldrright_dif.vmt"
// Model uses material "sm_armour_blood_ravens_backpack_dif.vmt"
// Model uses material "csm_armour_mp_children_bp_dif.vmt"
// Model uses material "sm_jumppack_tubes_dif.vmt"
// Model uses material "chaos_marine_armour_common_dif.vmt"
// Model uses material "csm_armour_mp_children_torso_dif.vmt"
// Model uses material "csm_armour_mp_children_legl_dif.vmt"
// Model uses material "csm_armour_mp_children_legr_dif.vmt"
// Model uses material "sm_armour_blacktemp_torso_dif.vmt"
 
$surfaceprop "flesh"
 
$contents "solid"
 
$illumposition -10.576 0 43.442
 
$bbox -25.322 -29.148 -7.879 13.724 29.148 90.39
 
$cbox 0 0 0 0 0 0
 
// The hitbox info below was automatically generated when compiled because no hitbox info was provided.
$hboxset "default"
$hbox 0 "RIG_PelvisBone" -5.667862 -11.173677 -11.498037 15.909241 10.383327 11.497963
$hbox 0 "RIG_SpineA" -0.10083 -10.766892 -9.845836 9.646919 8.990372 9.845961
$hbox 0 "RIG_SpineD" -7.465745 -21.768648 -20.846004 26.077909 13.221308 20.8459
$hbox 0 "RIG_R_UpperArm" -3.294424 -4.336078 -4.380021 12.915164 4.846992 4.716237
$hbox 0 "valvebiped.bip01_r_forearm" -1.622242 -3.651592 -4.216045 20.1401 4.697788 4.582214
$hbox 0 "ValveBiped.Bip01_R_Hand" -0.381962 -2.411509 -3.262077 7.890762 3.359465 4.374988
$hbox 0 "ValveBiped.Bip01_R_Finger0" -1.514464 -1.050169 -3.075351 4.023622 2.532348 1.355553
$hbox 0 "ValveBiped.Bip01_R_Finger01" -1.944489 -0.912563 -2.623067 2.712969 1.966331 1.296046
$hbox 0 "ValveBiped.Bip01_R_Finger2" -0.713313 -1.236182 -2.722633 2.383953 1.395905 2.264606
$hbox 0 "ValveBiped.Bip01_R_Finger21" -0.805641 -0.911767 -2.417119 3.283825 1.262956 2.268946
$hbox 0 "ValveBiped.Bip01_R_Finger1" -2.397539 -1.091345 -1.129837 2.381797 1.420812 0.894798
$hbox 0 "ValveBiped.Bip01_R_Finger11" -2.140147 -0.839563 -1.07248 2.733541 1.088223 0.894701
$hbox 0 "RIG_L_UpperArm" -3.294351 -4.335457 -4.7164 12.915208 4.847622 4.379925
$hbox 0 "valvebiped.bip01_l_forearm" -1.622384 -3.650999 -4.582319 20.13994 4.698391 4.216009
$hbox 0 "ValveBiped.Bip01_L_Hand" -0.382163 -2.411284 -4.374413 7.890489 3.359701 3.262629
$hbox 0 "ValveBiped.Bip01_L_Finger2" -0.713373 -1.235967 -2.263891 2.383897 1.396124 2.72324
$hbox 0 "ValveBiped.Bip01_L_Finger21" -0.805605 -0.91145 -2.268347 3.283831 1.263222 2.417715
$hbox 0 "ValveBiped.Bip01_L_Finger1" -2.397619 -1.090846 -0.894268 2.381694 1.42122 1.130329
$hbox 0 "ValveBiped.Bip01_L_Finger11" -2.140112 -0.839146 -0.89421 2.733597 1.088664 1.072972
$hbox 0 "ValveBiped.Bip01_L_Finger0" -1.51479 -1.049644 -1.355967 4.023317 2.532881 3.075031
$hbox 0 "ValveBiped.Bip01_L_Finger01" -1.944737 -0.912029 -1.296362 2.712827 1.96683 2.622742
$hbox 0 "RIG_L_Thigh" -1.947083 -7.259201 -5.944923 20.512068 7.785081 5.94889
$hbox 0 "RIG_L_Calf" -7.43241 -7.8258 -8.944238 26.741074 10.369906 8.44547
$hbox 0 "RIG_L_Foot" -3.530244 -9.40045 -6.216383 12.51871 6.790685 6.012043
$hbox 0 "RIG_R_Thigh" -1.957131 -7.259228 -5.933909 20.520071 7.784921 5.957476
$hbox 0 "RIG_R_Calf" -7.430043 -7.819836 -8.441087 26.728588 10.376089 8.956422
$hbox 0 "RIG_R_Foot" -3.525129 -9.396929 -6.011938 12.528596 6.76844 6.216279
$hbox 0 "RIG_HeadBone" -0.635841 -5.703074 -6.170894 10.653933 11.256962 6.155953
$hbox 0 "RIG_L_Shoulderpad" -12.795706 -11.269958 -7.399841 10.782028 12.584574 9.31461
$hbox 0 "RIG_R_Shoulderpad" -12.795653 -11.270583 -9.314757 10.782083 12.583939 7.399716
 
$sequence "idle" "fingers_collision.smd" {
    fps 30
}
 
$collisionjoints "fingers_collision.smd"
{
    $mass 500
    $inertia 10
    $damping 0.01
    $rotdamping 1.5
    $noselfcollisions
 
   
    $jointconstrain "RIG_SpineA" x limit -50 50 0
    $jointconstrain "RIG_SpineA" y limit -30 30 0
    $jointconstrain "RIG_SpineA" z limit -35 45 0
 
    $jointconstrain "RIG_HeadBone" x limit -80 80 0
    $jointconstrain "RIG_HeadBone" y limit -28 28 0
    $jointconstrain "RIG_HeadBone" z limit -50 30 0
 
    $jointconstrain "RIG_R_Thigh" x limit -25 25 0
    $jointconstrain "RIG_R_Thigh" y limit -25 25 0
    $jointconstrain "RIG_R_Thigh" z limit -80 95 0
 
    $jointconstrain "RIG_R_Calf" x limit -25 25 0
    $jointconstrain "RIG_R_Calf" y limit -10 10 0
    $jointconstrain "RIG_R_Calf" z limit -110 0 0
 
    $jointconstrain "RIG_R_Foot" x limit -25 25 0
    $jointconstrain "RIG_R_Foot" y limit -12 10 0
    $jointconstrain "RIG_R_Foot" z limit -33 17 0
 
    $jointconstrain "RIG_R_Toe" x limit 0 0 0
    $jointconstrain "RIG_R_Toe" y limit 0 0 0
    $jointconstrain "RIG_R_Toe" z limit 0 15 0
 
    $jointconstrain "RIG_L_Thigh" x limit -25 25 0
    $jointconstrain "RIG_L_Thigh" y limit -25 25 0
    $jointconstrain "RIG_L_Thigh" z limit -80 95 0
 
    $jointconstrain "RIG_L_Calf" x limit -25 25 0
    $jointconstrain "RIG_L_Calf" y limit -10 10 0
    $jointconstrain "RIG_L_Calf" z limit -110 0 0
 
    $jointconstrain "RIG_L_Foot" x limit -25 25 0
    $jointconstrain "RIG_L_Foot" y limit -10 12 0
    $jointconstrain "RIG_L_Foot" z limit -33 17 0
 
    $jointconstrain "RIG_L_Toe" x limit 0 0 0
    $jointconstrain "RIG_L_Toe" y limit 0 0 0
    $jointconstrain "RIG_L_Toe" z limit 0 15 0
 
    $jointconstrain "RIG_L_UpperArm" x limit -90 90 0
    $jointconstrain "RIG_L_UpperArm" y limit -90 40 0
    $jointconstrain "RIG_L_UpperArm" z limit -120 80 0
 
    $jointconstrain "valvebiped.bip01_l_forearm" x limit -15 15 0
    $jointconstrain "valvebiped.bip01_l_forearm" y limit -10 10 0
    $jointconstrain "valvebiped.bip01_l_forearm" z limit -100 20 0
 
    $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -120 120 0
    $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -50 55 0
    $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -90 60 0
 
    $jointconstrain "RIG_R_UpperArm" x limit -90 90 0
    $jointconstrain "RIG_R_UpperArm" y limit -40 90 0
    $jointconstrain "RIG_R_UpperArm" z limit -120 80 0
 
    $jointconstrain "valvebiped.bip01_r_forearm" x limit -15 15 0
    $jointconstrain "valvebiped.bip01_r_forearm" y limit -10 10 0
    $jointconstrain "valvebiped.bip01_r_forearm" z limit -100 20 0
 
    $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -120 120 0
    $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -50 55 0
    $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -90 60 0
 
    $jointconstrain "RIG_L_Shoulderpad" x limit -80 80 0
    $jointconstrain "RIG_L_Shoulderpad" y limit -51 27 0
    $jointconstrain "RIG_L_Shoulderpad" z limit -140 140 0
 
    $jointconstrain "RIG_R_Shoulderpad" x limit -80 80 0
    $jointconstrain "RIG_R_Shoulderpad" y limit -51 27 0
    $jointconstrain "RIG_R_Shoulderpad" z limit -140 140 0
}

compile log shit:


Compiling with Crowbar 0.33.0.0: "D:\Joazzz\NewOrder\space_marine_MK5_WB.qc" ...

  Compiling ".\space_marine_MK5_WB.qc" ...
    qdir:    "d:\joazzz
eworder\"
    gamedir: "D:\Program Files\Steam\steamapps\common\GarrysMod\garrysmod\"
    g_path:  "space_marine_MK5_WB.qc"
    Building binary model files...
    Working on "space_marine_MK5_WB.qc"
    SMD MODEL mk6_torso_v1.smd
    SMD MODEL mk6_torso_v2.smd
    SMD MODEL mk6_torso_v4.smd
    SMD MODEL mk4_torso_v2.smd
    SMD MODEL feet_basic.smd
    SMD MODEL mk7_arms_new.smd
    SMD MODEL mk7_arms_veteran_v1.smd
    SMD MODEL mk7_arms_veteran_v2.smd
    SMD MODEL commander_arm_armour2.smd
    SMD MODEL mk5_thighs.smd
    SMD MODEL mk7_calfL_v1.smd
    SMD MODEL mk7_calfL_v2.smd
    SMD MODEL mk7_calfL_v3.smd
    SMD MODEL mk7_calfR_v1.smd
    SMD MODEL mk7_calfR_v2.smd
    SMD MODEL mk7_calfR_v3.smd
    SMD MODEL mk3_shoulder_armour_left.smd
    SMD MODEL mk3_shoulder_armour_right.smd
    SMD MODEL mk5_helmet_v1.smd
    SMD MODEL mk5_helmet_v2.smd
    SMD MODEL mk5_helmet_v3.smd
    SMD MODEL mk5_helmet_v4.smd
    SMD MODEL mk2_helmet_v1.smd
    SMD MODEL mk3_helmet_v1.smd
    SMD MODEL mk4_helmet_v11.smd
    SMD MODEL mk5_helmet_v1_studs.smd
    SMD MODEL mk5_helmet_v2_studs.smd
    SMD MODEL mk5_helmet_v3_studs.smd
    SMD MODEL mk5_helmet_v4_studs.smd
    SMD MODEL wordbearer_horns1.smd
    SMD MODEL wordbearer_horns2.smd
    SMD MODEL wordbearer_horns3.smd
    SMD MODEL mk6_gorget.smd
    SMD MODEL bionic_eye_left1.smd
    SMD MODEL pouches.smd
    SMD MODEL mk6_shoulder_smooth_Right_legion.smd
    SMD MODEL mk4_shoulder_R.smd
    SMD MODEL mk7_shoulder_rim_R_Legion.smd
    SMD MODEL mk7_shoulderbasic_V2R_Legion.smd
    SMD MODEL mk6_shoulder_studs_Left.smd
    SMD MODEL mk4_shoulder_L.smd
    SMD MODEL mk7_shoulder_rim_L.smd
    SMD MODEL mk7_shoulderbasic_studs_LV2.smd
    SMD MODEL mk5_backpack_v3.smd
    SMD MODEL mk5_backpack_v1.smd
    SMD MODEL jumppack_crusade_noharness.smd
    SMD MODEL mk7_cingulum.smd
    SMD MODEL legstuds_R.smd
    SMD MODEL legstuds_L.smd
    SMD MODEL fingers_collision.smd
    ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
    ERROR: Aborted Processing on 'joazzz\warhammer40k\spacemarines\WordBearers\Traitor\Mk5Heresy.mdl'
  ... Compiling ".\space_marine_MK5_WB.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.33.0.0: "D:\Joazzz\NewOrder\space_marine_MK5_WB.qc" finished.

so WHAT THE FUCK IS GOING ON HERE???

Try changing the studiomdl to source 2013 / SFM or whatever.

I don’t consider myself an expert on source compiling, but I know it likes to go to shit just in a moment, and the best way to handle it is to randomly try compiling using different SDKs, or just hit the compile button until it works.

How are you absolutely certain it’s not too many bodygroups?. Exception access violation is kind of a generic “something went wrong, but we don’t know exactly what” error. It’s most commonly caused by limitation issues when compiling. The last time it happened to me with bodygroups, I used about a dozen groups each with just a reference smd and blank node. GMod and Source have pretty low tolerance when it comes to limitations, especially with customization.

I dunno, I’ve run into this problem myself, even with models with relatively low bodygroup counts.
Switching to the 2013MP compiler is what does the job for me, but even then there are some things that that particular compiler chokes up on or fails to compile correctly (i’m looking at you, playermodel animations), so I have to switch back and forth every so often.

that tons of models and only helmets as texturegroups? does that work? anyway… in order of processing and… developer wiki states…

Also fun fact.

If you use 3dsmax, the exporter you use can sometimes make a difference.

I have had models that, when the references are exported with Cannonfodder’s tools, cause exception access violation. But if I export the references with Wunderboy’s tools, they compile without issue.

So if you have the option available, try a different exporter.

I’ve also come upon this error. I Google’d like crazy for a solution but nothing was working. (I did have a high poly count). Try using the Decimate Modifier to decrease polys and faces. I ended up re-making my entire view model again along with the decimate and that seemed to work. It seems that the “EXCEPTION_ACCESS_VIOLATION” is a generic error that a compiler spits when it doesn’t like something.

close thread, problem solved, garrysmods studiomdl is shit, using SDK2013 MP studiomdl fixed it

Told ya.