Model details not appearing after compiling with Crowbar (Blender)

Hi, I’m trying to create a model for my gmod gamemode. It’s the first time I do this kind of thing. I’m using Blender with the Source tools addon installed.

This is the model when I view it in Blender:

But after I compile it with Crowbar, this is how it appears in game:

image

As you can see, the nails are missing.

This is my compile log (even though I didn’t find any errors):

Compiling with Crowbar 0.68: "C:\Users\New\Desktop\Blender\Projects\stk_barricade\barricade.qc" ...

  Compiling ".\barricade.qc" ...
    Output from compiler "D:\SteamLibrary\steamapps\common\GarrysMod\bin\studiomdl.exe": 
      qdir:    "c:\users\new\desktop\blender\projects\stk_barricade\"
      gamedir: "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\"
      g_path:  "barricade.qc"
      Building binary model files...
      Working on "barricade.qc"
      SMD MODEL barricade.smd
      SMD MODEL anims/idle.smd
      SMD MODEL barricade_phys.smd
      Processing LOD for material: wood
      Processing LOD for material: rusty_metal
      Model has 1 convex sub-parts
      Collision model completed.
      Computed Mass: 39.90 kg
      ---------------------
      writing D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stalkers/barricade.mdl:
      bones          964 bytes (1)
         animation       x       y       ips    angle
             @idle    0.00    0.00 :    0.00 (   0.00) 0.0
      animations     112 bytes (1 anims) (2 frames) [0:00]
      sequences      220 bytes (1 seq) 
      ik/pose        164 bytes
      eyeballs         0 bytes (0 eyeballs)
      flexes           0 bytes (0 flexes)
      textures       136 bytes
      keyvalues       56 bytes
      bone transforms        0 bytes
      bone flex driver       0 bytes
      Collision model volume 3478.62 in^3
      collision        0 bytes
      total         1980
      ---------------------
      writing D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stalkers/barricade.vvd:
      vertices      7296 bytes (152 vertices)
      tangents      2432 bytes (152 vertices)
      total         9792 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stalkers/barricade.sw.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            18 bytes
      strip groups:      50 bytes
      strips:            54 bytes
      verts:           1368 bytes
      indices:         6072 bytes
      bone changes:       8 bytes
      everything:      7634 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stalkers/barricade.dx80.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            18 bytes
      strip groups:      50 bytes
      strips:            54 bytes
      verts:           1368 bytes
      indices:          864 bytes
      bone changes:      24 bytes
      everything:      2442 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models/stalkers/barricade.dx90.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            18 bytes
      strip groups:      50 bytes
      strips:            54 bytes
      verts:           1368 bytes
      indices:          864 bytes
      bone changes:      24 bytes
      everything:      2442 bytes
      
      Completed "barricade.qc"
    CROWBAR: Moved compiled model file "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models\stalkers\barricade.dx80.vtx" to "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\gamemodes\stalkers\content\models\stalkers"
    CROWBAR: Moved compiled model file "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models\stalkers\barricade.dx90.vtx" to "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\gamemodes\stalkers\content\models\stalkers"
    CROWBAR: Moved compiled model file "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models\stalkers\barricade.mdl" to "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\gamemodes\stalkers\content\models\stalkers"
    CROWBAR: Moved compiled model file "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models\stalkers\barricade.phy" to "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\gamemodes\stalkers\content\models\stalkers"
    CROWBAR: Moved compiled model file "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models\stalkers\barricade.sw.vtx" to "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\gamemodes\stalkers\content\models\stalkers"
    CROWBAR: Moved compiled model file "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\models\stalkers\barricade.vvd" to "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\gamemodes\stalkers\content\models\stalkers"
  ... Compiling ".\barricade.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.68: "C:\Users\New\Desktop\Blender\Projects\stk_barricade\barricade.qc" finished.

This is my hierarchy in Blender:

image

And this is my .QC file:

$modelname "stalkers/barricade.mdl"
$body barricade "barricade.smd"

$surfaceprop "Wood_Plank"
$contents "solid"
$cdmaterials "models"

$sequence idle "anims/idle.smd"

$collisionmodel "barricade_phys.smd"
{
	$automass
	$concave
}

$keyvalues
{
	prop_data
	{
		base Wooden.Medium
	}
}

Why is Crowbar ignoring the nails?

Maybe you’re just exporting the wooden plank, try to import the model back into blender to see what gets exported, but unless you want to nails to be separate models, like for bodygroups, you’re better off joining all your meshes into one using the CTRL+J shortcut (with all the objects selected, in object mode).

I don’t want the nails to be part of a separate bodygroup. I followed a tutorial that said that if I want to several meshes to be exported as one I either needed to join them or group them under one single collection (and that’s what I did as you can see in the hierarchy), and the Blender Source Tools should let me export the entire collection. But I’ll try what you said.

Thanks, this worked.