GUIStudioMDL Error when compiling

I’m attempting to recompile a model with AO but I’m running into an error when I compile. I’ve been attempting to use solutions from other threads/internet with no luck. Has anyone else ran into a similar situation?

I’m using the BMW507 model(tdmcars).

Here’s my log from GUIStudioMDL

**GUIStudioMDL 2.2/Source - © 2007 Neil ‘Jed’ Jedrzejewski - http://www.wunderboy.org/

Loaded QC file - “F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars\mdldecompiler.qc”

Created command line: “F:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe” -game “F:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod” -notxbox “F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars\mdldecompiler.qc”

qdir: “f:\users\hrorek\desktop\decompile models\bmw\decompiled dmcars”
gamedir: “F:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod”
g_path: “F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars\mdldecompiler.qc”
Building binary model files…
Working on “mdldecompiler.qc”
SMD MODEL F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars/Reference.smd
SMD MODEL F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars/Miscparts.smd
SMD MODEL F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars/bumperf.smd
SMD MODEL F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars/bumperr.smd
ERROR: f:\users\hrorek\desktop\decompile models\bmw\decompiled dmcars\mdldecompiler.qc(118): - could not load file ‘F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars/TDMCars\bmw507.mdl’
ERROR: Aborted Processing on ‘TDMCars\bmw507.mdl’**

and here is my QC file

**$mostlyopaque
$ambientboost
$cd “F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled”
$modelname “TDMCars\bmw507.mdl”
$bodygroup “Body” {
studio “Reference.smd”
}
$bodygroup “misc” {
studio “Miscparts.smd”
}
$bodygroup “bumperf” {
studio “bumperf.smd”
blank
studio “bumperr.smd”
blank
}
$poseparameter vehicle_steer -1.00 1.00
$poseparameter vehicle_wheel_fl_height 0.00 1.00
$poseparameter vehicle_wheel_fr_height 0.00 1.00
$poseparameter vehicle_wheel_rl_height 0.00 1.00
$poseparameter vehicle_wheel_rr_height 0.00 1.00
$poseparameter vehicle_wheel_fl_spin -180.00 180.00 360.00
$poseparameter vehicle_wheel_fr_spin -180.00 180.00 360.00
$poseparameter vehicle_wheel_rl_spin -180.00 180.00 360.00
$poseparameter vehicle_wheel_rr_spin -180.00 180.00 360.00
$poseparameter vehicle_guage 0.00 1.00
$cdmaterials “models dmcars\bmw507”
$cdmaterials “models dmcars\shared”
$texturegroup skinfamilies
{
{“skin.vmt”
“skin1.vmt”
}
{“skin1.vmt”
“skin1.vmt”
}
{“skin2.vmt”
“skin1.vmt”
}
{“skin3.vmt”
“skin1.vmt”
}
{“skin4.vmt”
“skin1.vmt”
}
{“skin5.vmt”
“skin1.vmt”
}
{“skin6.vmt”
“skin1.vmt”
}
{“skin7.vmt”
“skin1.vmt”
}
{“skin8.vmt”
“skin1.vmt”
}
{“skin9.vmt”
“skin1.vmt”
}
{“skin10.vmt”
“skin1.vmt”
}
{“skin11.vmt”
“skin1.vmt”
}
{“skin12.vmt”
“skin1.vmt”
}
{“skin13.vmt”
“skin1.vmt”
}
{“skin14.vmt”
“skin1.vmt”
}
{“skin15.vmt”
“skin1.vmt”
}
}
// Model uses material “skin.vmt”
// Model uses material “skin1.vmt”
// Model uses material “skin2.vmt”
// Model uses material “skin3.vmt”
// Model uses material “skin4.vmt”
// Model uses material “skin5.vmt”
// Model uses material “skin6.vmt”
// Model uses material “skin7.vmt”
// Model uses material “skin8.vmt”
// Model uses material “skin9.vmt”
// Model uses material “skin10.vmt”
// Model uses material “skin11.vmt”
// Model uses material “skin12.vmt”
// Model uses material “skin13.vmt”
// Model uses material “skin14.vmt”
// Model uses material “skin15.vmt”
// Model uses material “nodamage.vmt”
// Model uses material “black.vmt”
// Model uses material “grille.vmt”
// Model uses material “lights.vmt”
// Model uses material “chrome.vmt”
// Model uses material “glass.vmt”
// Model uses material “wheel.vmt”
// Model uses material “tirea0.vmt”
// Model uses material “interior_lod0.vmt”
// Model uses material “undercarriage.vmt”
$attachment “wheel_fl” “Wheel_FL” -12.00 -0.00 0.00 rotate -0.00 0.00 0.00
$attachment “wheel_fr” “Wheel_FR” -12.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment “wheel_rl” “Wheel_RL” -12.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment “wheel_rr” “Wheel_RR” -12.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment “vehicle_driver_eyes” “Main” 16.00 18.00 53.00 rotate -0.00 -90.00 0.00
$attachment “exit1” “Main” 70.00 0.00 80.00 rotate -0.00 -90.00 0.00
$attachment “exit7” “Main” -70.00 0.00 80.00 rotate -0.00 -90.00 0.00
$attachment “vehicle_feet_passenger0” “Main” 16.00 24.00 17.00 rotate -8.00 -90.00 0.00
$attachment “vehicle_engine” “Main” 0.00 -65.00 30.00 rotate -0.00 90.00 0.00
$attachment “exhaust” “Main” 0.00 110.00 15.00 rotate -0.00 0.00 0.00
$surfaceprop “metal”
$illumposition 0.000 -0.048 45.000
$sequence idle “TDMCars\bmw507.mdl” fps 30.00
$sequence turn “TDMCars\bmw507.mdl” fps 30.00
$sequence suspension “TDMCars\bmw507.mdl” fps 30.00
$sequence spin “TDMCars\bmw507.mdl” fps 30.00
$sequence speedo “TDMCars\bmw507.mdl” fps 30.00
$animation mdldecompiler_delta.smd “mdldecompiler_delta.smd” fps 30
$animation slow “slow” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow1 “slow1” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow2 “slow2” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow3 “slow3” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow4 “slow4” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow5 “slow5” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow6 “slow6” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow7 “slow7” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow8 “slow8” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow9 “slow9” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation slow10 “slow10” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid “mid” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid1 “mid1” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid2 “mid2” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid3 “mid3” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid4 “mid4” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid5 “mid5” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid6 “mid6” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid7 “mid7” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation mid8 “mid8” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation fast “fast” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence speedometer “slow” fps 30.00 {
blendwidth 21
blend vehicle_guage 0.000000 1.000000
delta
autoplay
slow1 slow2 slow3 slow4 slow5 slow6 slow7 slow8 slow9 slow10 mid mid1 mid2 mid3 mid4 mid5 mid6 mid7 mid8 fast
}
$animation turn_left “turn_left” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation turn_right “turn_right” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence turning “turn_left” fps 30.00 {
blendwidth 2
blend vehicle_steer -1.000000 1.000000
delta
autoplay
turn_right
}
$animation wheel_fr_low “wheel_fr_low” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fr_high “wheel_fr_high” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fr_suspension “wheel_fr_low” fps 30.00 {
blendwidth 2
blend vehicle_wheel_fr_height 0.000000 1.000000
delta
autoplay
wheel_fr_high
}
$animation wheel_fr_spin0 “wheel_fr_spin0” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fr_spin120 “wheel_fr_spin120” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fr_spin240 “wheel_fr_spin240” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fr_spin “wheel_fr_spin0” fps 30.00 {
blendwidth 4
blend vehicle_wheel_fr_spin -180.000000 180.000000
delta
autoplay
wheel_fr_spin120 wheel_fr_spin240 wheel_fr_spin0
}
$animation wheel_fl_low “wheel_fl_low” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fl_high “wheel_fl_high” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fl_suspension “wheel_fl_low” fps 30.00 {
blendwidth 2
blend vehicle_wheel_fl_height 0.000000 1.000000
delta
autoplay
wheel_fl_high
}
$animation wheel_fl_spin0 “wheel_fl_spin0” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fl_spin120 “wheel_fl_spin120” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_fl_spin240 “wheel_fl_spin240” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_fl_spin “wheel_fl_spin0” fps 30.00 {
blendwidth 4
blend vehicle_wheel_fl_spin -180.000000 180.000000
delta
autoplay
wheel_fl_spin120 wheel_fl_spin240 wheel_fl_spin0
}
$animation wheel_rr_low “wheel_rr_low” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rr_high “wheel_rr_high” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rr_suspension “wheel_rr_low” fps 30.00 {
blendwidth 2
blend vehicle_wheel_rr_height 0.000000 1.000000
delta
autoplay
wheel_rr_high
}
$animation wheel_rr_spin0 “wheel_rr_spin0” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rr_spin120 “wheel_rr_spin120” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rr_spin240 “wheel_rr_spin240” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rr_spin “wheel_rr_spin0” fps 30.00 {
blendwidth 4
blend vehicle_wheel_rr_spin -180.000000 180.000000
delta
autoplay
wheel_rr_spin120 wheel_rr_spin240 wheel_rr_spin0
}
$animation wheel_rl_low “wheel_rl_low” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rl_high “wheel_rl_high” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rl_suspension “wheel_rl_low” fps 30.00 {
blendwidth 2
blend vehicle_wheel_rl_height 0.000000 1.000000
delta
autoplay
wheel_rl_high
}
$animation wheel_rl_spin0 “wheel_rl_spin0” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rl_spin120 “wheel_rl_spin120” fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation wheel_rl_spin240 “wheel_rl_spin240” fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence wheel_rl_spin “wheel_rl_spin0” fps 30.00 {
blendwidth 4
blend vehicle_wheel_rl_spin -180.000000 180.000000
delta
autoplay
wheel_rl_spin120 wheel_rl_spin240 wheel_rl_spin0
}
$collisionmodel “phymodel.smd” {

$concave
$mass 1500.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00

}
**

Well there’s your problem.

Here, let me just fix the whole thing for you.

EDIT: Here you go. You’ll have to specify the path to the first few sequence SMDs. No idea how you got MDL there.

$includemodel?

First of all, thank you for taking the time to post.

however… I’m running into this now

**
Created command line: “F:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe” -game “F:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod” -notxbox “F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars\bmw507.qc”

qdir: “f:\users\hrorek\desktop\decompile models\bmw\decompiled dmcars”
gamedir: “F:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod”
g_path: “F:\Users\Hrorek\Desktop\decompile models\bmw\decompiled dmcars\bmw507.qc”
Building binary model files…
Working on “bmw507.qc”
SMD MODEL Reference.smd
SMD MODEL Miscparts.smd
SMD MODEL bumperf.smd
SMD MODEL bumperr.smd
SMD MODEL idle.smd
SMD MODEL turn.smd
SMD MODEL suspension.smd
SMD MODEL spin.smd
SMD MODEL speedo.smd
SMD MODEL mdldecompiler_delta.smd
SMD MODEL slow.smd
SMD MODEL slow1.smd
SMD MODEL slow2.smd
SMD MODEL slow3.smd
SMD MODEL slow4.smd
SMD MODEL slow5.smd
SMD MODEL slow6.smd
SMD MODEL slow7.smd
SMD MODEL slow8.smd
SMD MODEL slow9.smd
SMD MODEL slow10.smd
SMD MODEL mid.smd
SMD MODEL mid1.smd
SMD MODEL mid2.smd
SMD MODEL mid3.smd
SMD MODEL mid4.smd
SMD MODEL mid5.smd
SMD MODEL mid6.smd
SMD MODEL mid7.smd
SMD MODEL mid8.smd
SMD MODEL fast.smd
SMD MODEL turn_left.smd
SMD MODEL turn_right.smd
SMD MODEL wheel_fr_low.smd
SMD MODEL wheel_fr_high.smd
SMD MODEL wheel_fr_spin0.smd
SMD MODEL wheel_fr_spin120.smd
SMD MODEL wheel_fr_spin240.smd
SMD MODEL wheel_fl_low.smd
SMD MODEL wheel_fl_high.smd
SMD MODEL wheel_fl_spin0.smd
SMD MODEL wheel_fl_spin120.smd
SMD MODEL wheel_fl_spin240.smd
SMD MODEL wheel_rr_low.smd
SMD MODEL wheel_rr_high.smd
SMD MODEL wheel_rr_spin0.smd
SMD MODEL wheel_rr_spin120.smd
SMD MODEL wheel_rr_spin240.smd
SMD MODEL wheel_rl_low.smd
SMD MODEL wheel_rl_high.smd
SMD MODEL wheel_rl_spin0.smd
SMD MODEL wheel_rl_spin120.smd
SMD MODEL wheel_rl_spin240.smd
SMD MODEL phymodel.smd
WARNING: model has too many verts, cutting into multiple models
WARNING: model has too many verts, cutting into multiple models
Processing LOD for material: skin
Processing LOD for material: nodamage
Processing LOD for material: black
Processing LOD for material: grille
Processing LOD for material: lights
Processing LOD for material: chrome
Processing LOD for material: glass
Processing LOD for material: wheel
Processing LOD for material: tirea0
Processing LOD for material: interior_lod0
Processing LOD for material: skin
Processing LOD for material: black
Processing LOD for material: chrome
ERROR: ‘EXCEPTION_ACCESS_VIOLATION’ (assert: 1)
ERROR: Aborted Processing on ‘TDMCars\bmw507.mdl’
**

Well one thing for sure, that’s not a QC error, so I can’t help you there.

the model is too complex most likely.
Or the folders for it don’t exist.

After doing some research I have a feeling that you’re correct.

>_< oh well I shal go without AO.

Thanks everyone for the help!

if it’s for SFM, you should be fine with just adding a flat normal map to the vmt of it (if it has none) and $phong “1”

The opacity might also be merely a single switch inside of the MDL of the model. Might be worth it to compile one simple twice - once with opaque 1 and one with mostlyopaque 1 and then compared the hex code for the two for any change. If it’s somewhere in the header, you might be able to change it on the car as well.

Yeah that’s the problem. I’m not really into modeling or am that experienced with it. So I think I need to stop here before I end up using what little time I have to work on SFM.

>_>

I do appreciate the help though!

I’m having the same problem. can you guys tell me whats wrong here?
**Loaded QC file - “C:\Users\Commandhat\Desktop(decompiled) Gluke 19\v_glock.qc”

Created command line: “C:\Program Files\Steam\steamapps\common\sourcesdk\bin\orangebox\bin\studiomdl.exe” -game “C:\Program Files\Steam\steamapps\common\Counter-Strike Source\cstrike” -nop4 -nox360 “C:\Users\ajay\Desktop(decompiled) Gluke 19\v_glock.qc”

qdir: “c:\users\Commandhat\desktop(decompiled) gluke 19”
gamedir: “C:\Program Files\Steam\steamapps\common\Counter-Strike Source\cstrike”
g_path: “C:\Users\Commandhat\Desktop(decompiled) Gluke 19\v_glock.qc”
Building binary model files…
Working on “v_glock.qc”
ERROR: c:\users\ajay\desktop(decompiled) gluke 19\v_glock.qc(3): - could not load file ‘C:\Users\ajay\Documents/ref_glock.smd’
ERROR: Aborted Processing on ‘weapons\cof\v_glock.mdl’
WARNING: Leaking 1 elements**

And the .QC

**$cd “C:\Users\Commanhat\Documents”
$modelname “weapons\cof\v_glock.mdl”
$model “studio” “ref_glock.smd”

$model “studio” “ref_hands.smd”

$cdmaterials “models\weapons\cof\glock”
$cdmaterials “models\weapons\cof”
$hboxset “default”
$attachment “muzzle” “muzzle” 0.00 0.00 0.00 rotate -0.00 90.00 0.00
$surfaceprop “default”
$illumposition 4.123 2.327 -7.506
$sequence idle1 “idle1” ACT_VM_IDLE 1 fps 12.00
$sequence shoot_1 “shoot_1” ACT_VM_PRIMARYATTACK 1 fps 30.00 {
{ event AE_MUZZLEFLASH 0 “PISTOL MUZZLE” }
{ event 6001 0 “1” }
}

$sequence reload “reload” ACT_VM_RELOAD 1 fps snap 30.00 {
{ event 5004 5 }
}

$sequence reload_noshot “reload_noshot” ACT_VM_RELOAD_EMPTY 1 fps snap 30.00 {
{ event 5004 5 }
}

$sequence draw “draw” ACT_VM_DRAW 1 fps snap 30.00 {
{ event 5004 1 }
}

$sequence melee “melee” ACT_VM_SWINGHIT 1 fps snap 30.00 {
{ event 5001 0 “1” }
}

$sequence sprint_idle “sprint_idle” ACT_VM_SPRINT 1 fps snap 30.00 {
{ event 5001 0 “1” }
}

$sequence sprint_from “sprint_from” ACT_VM_SPRINT_FROM 1 fps snap 30.00 {
{ event 5001 0 “1” }
}

$sequence srpint_to “srpint_to” ACT_VM_SPRINT_TO 1 fps snap 30.00 {
{ event 5001 0 “1” }
}
**

Does anyone Know how to fix this?

Delete the $cd line. Even if it doesn’t solve the problem you should delete it anyway, only thing it does is cause problems.

That line is just pointing to the directory where the compile-ready files are located. Unless you have the wrong directory listed there when you go to compile, it won’t cause any problems simply having it in the .qc file.

Exactly. What if you move the files to somewhere else? What if you reorganize them into different folders? I say it’s better to just axe the whole thing completely than have to deal with changing that every time.

Don’t jump on the box bandwagon without listening to the whole story first.

I wasn’t jumping on any bandwagons, I just thought that what you said was honestly stupid. If one is going to move the files elsewhere, then one would simply need to make sure to edit the line before they start compiling. It’s not that hard of a thing to do, and I’m pretty sure most people won’t go moving their files into another directory very often unless they have a good reason. And even if they do, they just have to remember to edit that line in the .qc before compiling, which is something they should automatically remember to do if they are moving the files from one location to another before compiling.

Well, whatever. Like you said it makes no difference whatsoever, so it’s really about personal preference at this point.

EDIT: Right on cue, Fect comes trolling in. Ignore him and he’ll go away.

Thanks Guys. but snap commands end up breaking the gun :confused:

You should try using


 $sequence srpint_to "srpint_to" ACT_VM_SPRINT_TO 1 snap fps 30.00 {
{ event 5001 0 "1" }
}

instead of


$sequence srpint_to "srpint_to" ACT_VM_SPRINT_TO 1 fps snap 30.00 {
{ event 5001 0 "1" }
}

(change the order between fps and snap)

I haven’t used $sequence much to begin with, but the ordering is different anywhere I see it used, so the only thing I can guess is that it’s thinking you want “snap number of frames per second.” I’m not sure if that’s the fix, but it’s worth a shot.

That’s what I originally did, but GUIStudioMDL refused to compile them
hence I used the first one.

The first one is the one that should work. Conveniently, I ended up compiling a bunch of custom animations into a model earlier so it refreshed my memory on it, and I did check on it to be sure. When you say the snap command is the cause of the problem, does it compile fine without snap? If so, just use notepad to replace all instances of “fps snap 30.00” to “snap fps 30.00” and see how that does (unless that’s what you meant you already did).