Mesh problem (?)

I wanted to port this tank model from World of Tanks to Garry’s Mod, but every time I compile the model and try it in-game appears like this (don’t mind the missing texture, I still have to work on them):

And this is how it looks in Blender and how it should look:

I already tried to join every pieces, but Crowbar won’t compile 'cause it’s too high-poly. I also tried moving the parts around in Blender and recompile but there were no changes.
Here’s my .qc file:



$modelname "Challenger\Challenger.mdl"

$scale 50

$body	Wheels_Left "chassis_LShape.smd"
$body	Wheels_Right "chassis_RShape.smd"
$body	Gun "gun_03Shape.smd"
$body	Hull "Hull.smd"
$body	Track1 "track_LShape_split_0.smd"
$body	Track2 "track_LShape_split_1.smd"
$body	Track3 "track_RShape_split_0.smd"
$body	Track4 "track_RShape_split_1.smd"
$body	Turret "Turret_02.smd"

$sequence idle "Idle.smd"

$collisionmodel "challenger_phys.smd" { $concave }

$cdmaterials "models\Challenger\"

$surfaceprop metal


What should I do?

Make sure you apply location, and make the origins the same.

Goto object mode, press A to select everything, then Ctrl + A, apply location, rotation and scale.

It worked perfectly, thank you so much!

But now I noticed that the turret and the right track are a bit glitchy…

I believe that means there are too much Verts. Try seperating the model into alot more .smds.

Seems legit with the turret, but what about the tracks? Both have the same numbers of verts, but the left one is ok, meanwhile the right one is glitched…

I’ve fixed it by just seperating the model into alot more .smd

I’ve separated the turret and the glitched track in 2 separate meshes, but if I write the new $body in the .qc file and I compile I got “ERROR: ‘EXCEPTION_ACCESS_VIOLATION’ (assert: 1)” and I have no idea what causes it.

New .qc file:




$modelname "Challenger\Challenger.mdl"

$scale 40

$body	Wheels_L "chassis_LShape.smd"
$body	Wheels_R "chassis_RShape.smd"
$body	Gun "gun_03Shape.smd"
$body	Hull "Hull.smd"
$body	Track1 "track_LShape_split_0.smd"
$body	Track2 "track_LShape_split_1.smd"
$body	Track3 "track_RShape_split_0.smd"
$body	Track4 "track_RShape_split_1.smd"
$body	Track5 "track_RShape_split_2.smd"
$body	Turret1 "Turret_01.smd"
$body	Turret2 "Turret_02.smd"

$sequence idle "Idle.smd"

$collisionmodel "challenger_phys.smd" { $concave }

$cdmaterials "models\Challenger\"

$surfaceprop metal


What do you Compile it for? Gmod, HL2? (Personally I use SFM.)

I compiled that with HL2 one because the Garry’s Mod one doesn’t work. I tried checking all the directories but the problem seems to be with the meshes that I separate. If I delete from the .qc $body Track5 “track_RShape_split_2.smd” and $body Turret2 “Turret_02.smd” Crowbar compiles the model without problems, but as you see the turret and the track are messed up.

EDIT: I tried even with .dmx and TF2 compiler ('cause I don’t have SFM): same error.

EDIT 2: I separated the turret in 5 different .smd files, edited the .qc many times, making everything from start and the result is always the same.
I’m not really an expert about this, but if someone needs that here’s the compile log I always get when compiling:


Compiling with Crowbar 0.34.0.0: "C:\Users\Ale\Desktop\Modding\Garry's Mod\modelli\challenger\challenger.qc" ...

  Compiling ".\challenger.qc" ...
    qdir:    "c:\users\ale\desktop\modding\garry's mod\modelli\challenger\"
    gamedir: "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\"
    g_path:  "challenger.qc"
    Building binary model files...
    Working on "challenger.qc"
    SMD MODEL chassis_LShape.smd
    SMD MODEL chassis_RShape.smd
    SMD MODEL gun_03Shape.smd
    SMD MODEL Hull.smd
    SMD MODEL track_LShape_split_0.smd
    SMD MODEL track_LShape_split_1.smd
    SMD MODEL track_RShape_split_0.smd
    SMD MODEL track_RShape_split_1.smd
    SMD MODEL track_RShape_split_2.smd
    SMD MODEL Turret_part1.smd
    SMD MODEL Turret_part2.smd
    SMD MODEL Turret_part3.smd
    SMD MODEL Turret_part4.smd
    SMD MODEL Turret_part5.smd
    SMD MODEL Idle.smd
    SMD MODEL challenger_phys.smd
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
    WARNING: Error with convex elements of challenger_phys.smd, building single convex!!!!
    Model has 1 convex sub-parts
    Collision model completed.
    ---------------------
    writing E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.mdl:
    bones          964 bytes (1)
       animation       x       y       ips    angle
           @idle    0.00    0.00 :    0.00 (  90.00) 0.1
    animations     112 bytes (1 anims) (3 frames) [0:00]
    sequences      220 bytes (1 seq) 
    ik/pose       2296 bytes
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    textures       400 bytes
    keyvalues        0 bytes
    bone transforms        0 bytes
    bone flex driver       0 bytes
    Collision model volume 3505456.50 in^3
    collision        0 bytes
    total         5908
    ---------------------
    writing E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.vvd:
    vertices    285312 bytes (5944 vertices)
    vertices    285408 bytes (5946 vertices)
    vertices     50112 bytes (1044 vertices)
    vertices   2346768 bytes (48891 vertices)
    vertices     68832 bytes (1434 vertices)
    vertices     26016 bytes (542 vertices)
    vertices     69024 bytes (1438 vertices)
    vertices     17472 bytes (364 vertices)
    vertices      9600 bytes (200 vertices)
    vertices     16848 bytes (351 vertices)
    vertices    118848 bytes (2476 vertices)
    vertices     39936 bytes (832 vertices)
    vertices     71472 bytes (1489 vertices)
    vertices     48000 bytes (1000 vertices)
    tangents     95104 bytes (5944 vertices)
    tangents     95136 bytes (5946 vertices)
    tangents     16704 bytes (1044 vertices)
    tangents    782256 bytes (48891 vertices)
    tangents     22944 bytes (1434 vertices)
    tangents      8672 bytes (542 vertices)
    tangents     23008 bytes (1438 vertices)
    tangents      5824 bytes (364 vertices)
    tangents      3200 bytes (200 vertices)
    tangents      5616 bytes (351 vertices)
    tangents     39616 bytes (2476 vertices)
    tangents     13312 bytes (832 vertices)
    tangents     23824 bytes (1489 vertices)
    tangents     16000 bytes (1000 vertices)
    total      4604928 bytes
    ---------------------
    Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.sw.vtx":
    body parts:       112 bytes
    models:           280 bytes
    model LODs:       168 bytes
    meshes:           126 bytes
    strip groups:     350 bytes
    strips:           378 bytes
    verts:         647559 bytes
    indices:       283746 bytes
    bone changes:       8 bytes
    everything:    932595 bytes
    ---------------------
    Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.dx80.vtx":
    body parts:       112 bytes
    models:           280 bytes
    model LODs:       168 bytes
    meshes:           126 bytes
    strip groups:     350 bytes
    strips:           378 bytes
    verts:         647559 bytes
    indices:       283746 bytes
    bone changes:     120 bytes
    everything:    932707 bytes
    ---------------------
    Generating optimized mesh "E:\Program Files\Steam\steamapps\common\Half-Life 2\ep2\models/Challenger\Challenger.dx90.vtx":
    body parts:       112 bytes
    models:           280 bytes
    model LODs:       168 bytes
    meshes:           126 bytes
    strip groups:     350 bytes
    strips:           378 bytes
    verts:         647559 bytes
    indices:       283746 bytes
    bone changes:     120 bytes
    everything:    932707 bytes
    ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
    ERROR: Aborted Processing on 'Challenger\Challenger.mdl'
  ... Compiling ".\challenger.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.34.0.0: "C:\Users\Ale\Desktop\Modding\Garry's Mod\modelli\challenger\challenger.qc" finished.


send me the files and i will tell you what you have done wrong here

Here you go.
https://mega.nz/#!CEpg1CiT!0JCm8QiamAtZ4aLgjL0_mWjQi1E4kabLKN5ZqxhfB30

Here:
https://my.mixtape.moe/mifkmk.zip

Fixed mesh (by reducing vertices)

https://my.mixtape.moe/efztqa.jpg[/t]
[t]https://my.mixtape.moe/lhczay.jpg

Reduced vertices to allow the files to be compiled
Slightly better .qc code
also a fixed version .blend file

Hell yes it works!!
Thank you so much everyone for your help!