Porting GoldSrc to Source

I am unsure if this is the correct place to post this so please correct me if I am incorrect.
I have been having trouble porting goldsrc models to Source, I’ve been trying to get the model “hassault.mdl” (The assault grunt with a minigun) from HL1 into Garry’s Mod (The one in half-life renaissance isn’t the original IIRC) It was going fine and I could open up the model in HLMV no problem, then as soon as I converted and put the materials into the correct folder (I had set it to materials\assault) HLMV started crashing whenever I opened the model, even though it worked fine previously. Moving the textures away again fixes the issue but the model is untextured. I’m not sure what the problem is and request help.

tl;dr Model ported from goldsrc crashes when I put the materials in the correct directory.

could be a VMT issue
but Human Assault is ported already.
Its in Half-Life Source.

I know it’s already ported but I am using it to learn porting the models myself.
I’ll check the VMTs.

EDIT: This is the VMT for one of the materials:


"LightmappedGeneric"
{
	"$basetexture" "assault/v2arm"
}


I’m not sure if it’s correct, I assume it isn’t because it’s got so little in it. Please advise.
Is it possible the problem is it needs to be VertexLitGeneric?

should be VertexLitGeneric

I’ll try changing them.

EDIT:
Didn’t work, HLMV still crashes when it opens the textured model.

post .QC

Here you go:


/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2 
2003, Kratisto. Based on code from Valve's HL SDK.

hassault.mdl

Original internal name:
"valve/models/hassault.mdl"

==============================================================================
*/

$modelname "hassault.mdl"
$cd ".\"
$cdmaterials "assault\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 70.000000


//reference mesh(es)
$body "studio" "reference(final)"

$body "studio" "gunreference"


// 1 bone controller(s)
$controller 0 "MDLDEC_Bone17" XR 0.000000 360.000000

// 19 hit box(es)
$hbox 0 "MDLDEC_Bone1" -5.320000 -5.390000 -8.110000 1.420174 4.840000 8.380000
$hbox 0 "MDLDEC_Bone2" 1.790000 -5.780000 -5.320000 20.288166 4.680000 3.590000
$hbox 0 "MDLDEC_Bone3" 0.200000 -4.080000 -3.870000 20.288170 4.890000 4.450000
$hbox 0 "MDLDEC_Bone4" -1.790000 -2.600000 -2.310000 1.830000 5.883568 2.720000
$hbox 0 "MDLDEC_Bone8" 1.790000 -5.780000 -3.860000 20.288166 4.680000 4.670000
$hbox 0 "MDLDEC_Bone9" 0.200000 -4.080000 -4.720000 20.288170 4.890000 3.600000
$hbox 0 "MDLDEC_Bone10" -1.790000 -2.580000 -2.980000 1.830000 5.883568 1.930000
$hbox 0 "MDLDEC_Bone14" -1.870000 -10.010000 -8.810000 10.549848 7.260000 8.930000
$hbox 0 "MDLDEC_Bone15" -0.390000 -13.220000 -9.010000 11.540000 1.780000 9.600000
$hbox 0 "MDLDEC_Bone17" 0.470000 -4.460000 -3.390000 10.210000 5.250000 3.820000
$hbox 0 "MDLDEC_Bone18" 1.600000 -6.470000 -7.330000 9.060000 6.810000 2.610000
$hbox 0 "MDLDEC_Bone19" 2.300000 -4.160000 -4.130000 15.190000 3.070000 2.980000
$hbox 0 "MDLDEC_Bone20" 2.830000 -1.590000 -2.520000 10.071036 2.420000 2.780000
$hbox 0 "MDLDEC_Bone21" 1.580000 -2.440000 -2.340000 5.230000 2.960000 1.930000
$hbox 0 "MDLDEC_Bone22" 1.720000 -6.470000 -2.630000 8.950000 6.810000 7.280000
$hbox 0 "MDLDEC_Bone23" 2.080000 -3.630000 -2.780000 15.100000 2.800000 3.980000
$hbox 0 "MDLDEC_Bone24" 2.640000 -1.280000 -2.460000 10.071033 2.650000 2.520000
$hbox 0 "MDLDEC_Bone25" 1.410000 -1.870000 -2.230000 5.472871 3.000000 4.403636
$hbox 0 "MDLDEC_Bone26" -6.520000 -28.740000 0.000000 6.520000 6.680000 4.550000

// 12 animation sequence(s)
$sequence "idle_1" "idle_1" fps 30 loop ACT_IDLE 1 
$sequence "idle_2" "idle_2" fps 30 loop ACT_IDLE 1 
$sequence "creeping_walk" "creeping_walk" LX fps 30 loop ACT_WALK 1 
$sequence "turn_1" "turn_1" fps 30 ACT_TURN_LEFT 1 
$sequence "turn_2" "turn_2" fps 30 ACT_TURN_RIGHT 1 
$sequence "attack" "attack" fps 30 loop ACT_RANGE_ATTACK1 1 {
  { event 1 1 } 
  { event 2 8 } 
  { event 3 15 } 
  { event 4 22 } 
  { event 5 29 } 
  { event 6 36 } 
  { event 7 43 } 
  { event 8 50 } 
  { event 9 57 } 
 }
$sequence "small_pain_1" "small_pain_1" X Y fps 30 ACT_SMALL_FLINCH 1 
$sequence "small_pain_2" "small_pain_2" X Y fps 30 ACT_SMALL_FLINCH 2 
$sequence "die_backwards" "die_backwards" X Y fps 30 
$sequence "die_crumple" "die_crumple" X Y fps 30 ACT_DIESIMPLE 1 
$sequence "die_violent" "die_violent" X Y fps 30 
$sequence "heavy_ambush" "heavy_ambush"  fps 20 

// End of QC script.


$cdmaterials “models\assault”

would be better, probably not the issue.

you would also have to change the location of the materials folder, instead of materials/assault/ it would be materials/models/assault/

yeah, It would be but I just had it as assault
for quickness and such.

upload materials folder.

https://www.dropbox.com/s/jpftdecj0tpt916/assault.zip

theres something wrong with the VTFs

[editline]2nd January 2014[/editline]

what did you use to convert the textures?

Can you figure out what? I do not know what the problem could be.

EDIT:
I used VTFEdit

uhhhh, then idk.
i installed the hl1s textures and it worked
installed one of the textures you converted, it crashed.
then i converted one my self and it worked.

[editline]2nd January 2014[/editline]

did you mess with any settings?

I didn’t edit any settings, I just imported the TGA and then saved it as a VTF.

they are .BMPs tho.
If you converted them as .TGA, then just convert the .BMPs

I wish someone would program a batch converter to make VTFs and VMTs quickly.
I’ll try that but is there a way I can make VTFEdit export a VertexLitGeneric VMT as opposed to LightmappedGeneric like it did before?

EDIT:
Ok, After converting them from BMP to VTF it had a different effect: The model was invisible
After then making the materials into VertexLitGeneric HLMV crashes again. Damnit.