Ragdoll model not recompiling

Steps Taken:
1.) Extracted “models\spygineer\fnaf4
freddy.mdl” (and other files) from the .gma archive.
2.) Decompiled it in Crowbar using default settings
3.) Tried to compile it without any changes in Crowbar

Expected:
Models are properly compiled with no visual changes between original and recompiled model.

Issues:


    ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
    ERROR: Aborted Processing on 'spygineer\fnaf4
freddy.mdl'


Operating System:
Win10(64bit)

Samples:

Full logs:
Decompiling:


Decompiling with Crowbar 0.29.0.0: "C:\Users\Chamka\Desktop\GmadExtractor\models\spygineer\fnaf4
freddy.mdl" ...

  Decompiling ".
freddy.mdl" ...
    Reading data ...
      Checking for required files ...
        Reading MDL file header ...
        ... Reading MDL file header finished.
      ... All required files found.
      Reading PHY file ...
      ... Reading PHY file finished.
      Reading MDL file ...
      ... Reading MDL file finished.
      Reading VTX file ...
      ... Reading VTX file finished.
      Reading VVD file ...
      ... Reading VVD file finished.
    ... Reading data finished.
    Writing data ...
      Writing QC file ...
      ... Writing QC file finished.
      Writing reference mesh files ...
        Writing "nfreddy_arms.smd" file ...
        ... Writing "nfreddy_arms.smd" file finished.
        Writing "nfreddy_body.smd" file ...
        ... Writing "nfreddy_body.smd" file finished.
        Writing "nfreddy_bowtie.smd" file ...
        ... Writing "nfreddy_bowtie.smd" file finished.
        Writing "nfreddy_bowtie.smd" file ...
        ... Writing "nfreddy_bowtie.smd" file finished.
        Writing "nfreddy_ears.smd" file ...
        ... Writing "nfreddy_ears.smd" file finished.
        Writing "nfreddy_endo_arms.smd" file ...
        ... Writing "nfreddy_endo_arms.smd" file finished.
        Writing "nfreddy_endo_chest.smd" file ...
        ... Writing "nfreddy_endo_chest.smd" file finished.
        Writing "nfreddy_endo_fingers.smd" file ...
        ... Writing "nfreddy_endo_fingers.smd" file finished.
        Writing "nfreddy_endo_hand.smd" file ...
        ... Writing "nfreddy_endo_hand.smd" file finished.
        Writing "nfreddy_endo_legs.smd" file ...
        ... Writing "nfreddy_endo_legs.smd" file finished.
        Writing "nfreddy_endo_pelvis.smd" file ...
        ... Writing "nfreddy_endo_pelvis.smd" file finished.
        Writing "nfreddy_endo_sholder.smd" file ...
        ... Writing "nfreddy_endo_sholder.smd" file finished.
        Writing "nfreddy_endo_spine.smd" file ...
        ... Writing "nfreddy_endo_spine.smd" file finished.
        Writing "nfreddy_endo_teeth.smd" file ...
        ... Writing "nfreddy_endo_teeth.smd" file finished.
        Writing "nfreddy_enod_foot.smd" file ...
        ... Writing "nfreddy_enod_foot.smd" file finished.
        Writing "nfreddy_eye_lids.smd" file ...
        ... Writing "nfreddy_eye_lids.smd" file finished.
        Writing "nfreddy_eyes.smd" file ...
        ... Writing "nfreddy_eyes.smd" file finished.
        Writing "nfreddy_fingers.smd" file ...
        ... Writing "nfreddy_fingers.smd" file finished.
        Writing "nfreddy_foot.smd" file ...
        ... Writing "nfreddy_foot.smd" file finished.
        Writing "nfreddy_hand.smd" file ...
        ... Writing "nfreddy_hand.smd" file finished.
        Writing "nfreddy_hat.smd" file ...
        ... Writing "nfreddy_hat.smd" file finished.
        Writing "nfreddy_head.smd" file ...
        ... Writing "nfreddy_head.smd" file finished.
        Writing "nfreddy_head_inside.smd" file ...
        ... Writing "nfreddy_head_inside.smd" file finished.
        Writing "nfreddy_jaw.smd" file ...
        ... Writing "nfreddy_jaw.smd" file finished.
        Writing "nfreddy_jaw_inside.smd" file ...
        ... Writing "nfreddy_jaw_inside.smd" file finished.
        Writing "nfreddy_legs.smd" file ...
        ... Writing "nfreddy_legs.smd" file finished.
        Writing "nfreddy_nose.smd" file ...
        ... Writing "nfreddy_nose.smd" file finished.
        Writing "nfreddy_pelvis.smd" file ...
        ... Writing "nfreddy_pelvis.smd" file finished.
        Writing "nfreddy_teeth.smd" file ...
        ... Writing "nfreddy_teeth.smd" file finished.
        Writing "nfreddy_wires.smd" file ...
        ... Writing "nfreddy_wires.smd" file finished.
      ... Writing reference mesh files finished.
      Writing LOD mesh files ...
      ... Writing LOD mesh files finished.
      Writing physics mesh file ...
      ... Writing physics mesh file finished.
      Writing bone animation SMD files ...
        Writing "nfreddy_anims\ragdoll.smd" file ...
        ... Writing "nfreddy_anims\ragdoll.smd" file finished.
      ... Writing bone animation SMD files finished.
    ... Writing data finished.
  ... Decompiling ".
freddy.mdl" finished.

... Decompiling with Crowbar 0.29.0.0: "C:\Users\Chamka\Desktop\GmadExtractor\models\spygineer\fnaf4
freddy.mdl" finished.


Compiling:


Compiling with Crowbar 0.29.0.0: "C:\Games\Steam\SteamApps\common\SourceSDK\bin\orangebox\bin
freddy.qc" ...

  Compiling ".
freddy.qc" ...
    qdir:    "c:\games\steam\steamapps\common\sourcesdk\bin\orangebox\bin\"
    gamedir: "C:\Games\Steam\SteamApps\common\GarrysMod\garrysmod\"
    g_path:  "nfreddy.qc"
    Building binary model files...
    Working on "nfreddy.qc"
    SMD MODEL nfreddy_arms.smd
    SMD MODEL nfreddy_body.smd
    SMD MODEL nfreddy_bowtie.smd
    SMD MODEL nfreddy_ears.smd
    SMD MODEL nfreddy_endo_arms.smd
    SMD MODEL nfreddy_endo_chest.smd
    SMD MODEL nfreddy_endo_fingers.smd
    SMD MODEL nfreddy_endo_hand.smd
    SMD MODEL nfreddy_endo_legs.smd
    SMD MODEL nfreddy_endo_pelvis.smd
    SMD MODEL nfreddy_endo_sholder.smd
    SMD MODEL nfreddy_endo_spine.smd
    SMD MODEL nfreddy_endo_teeth.smd
    SMD MODEL nfreddy_enod_foot.smd
    SMD MODEL nfreddy_eye_lids.smd
    SMD MODEL nfreddy_eyes.smd
    SMD MODEL nfreddy_fingers.smd
    SMD MODEL nfreddy_foot.smd
    SMD MODEL nfreddy_hand.smd
    SMD MODEL nfreddy_hat.smd
    SMD MODEL nfreddy_head.smd
    SMD MODEL nfreddy_head_inside.smd
    SMD MODEL nfreddy_jaw.smd
    SMD MODEL nfreddy_jaw_inside.smd
    SMD MODEL nfreddy_legs.smd
    SMD MODEL nfreddy_nose.smd
    SMD MODEL nfreddy_pelvis.smd
    SMD MODEL nfreddy_teeth.smd
    SMD MODEL nfreddy_wires.smd
    SMD MODEL nfreddy_anims\ragdoll.smd
    SMD MODEL nfreddy_physics.smd
    ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
    ERROR: Aborted Processing on 'spygineer\fnaf4
freddy.mdl'

... Compiling with Crowbar 0.29.0.0: "C:\Games\Steam\SteamApps\common\SourceSDK\bin\orangebox\bin
freddy.qc" finished.


Options: (compiling)


"C:\Games\Steam\SteamApps\common\SourceSDK\bin\orangebox\bin\studiomdl.exe" -game "C:\Games\Steam\SteamApps\common\GarrysMod\garrysmod" -nop4 -verbose "nfreddy.qc"

Model extracting:
Used “gmad.exe” which is located in game directory using text-tutorial from Garry’s Mod wiki.

Can you help me please? :frowning:
I will try to make some changes to modify this model into the playermodel in future, but I cant compile it now with no changes :frowning:

Have you tried CrowbarTool for compiling your models ? I’m pretty sure it helps a lot preventing you from getting such errors.

edit:

Ooops, bad reading, didn’t see you are already using it. Let me check if I can find some solutions.

Can you post the QC here, please ?

Of course :slight_smile:
.qc file:


// Created by Crowbar 0.29.0.0

$ModelName "spygineer\fnaf4
freddy.mdl"

$BodyGroup "arms"
{
	studio "nfreddy_arms.smd"
	blank
}
$BodyGroup "body"
{
	studio "nfreddy_body.smd"
	blank
}
$BodyGroup "bowtie"
{
	studio "nfreddy_bowtie.smd"
	blank
}
$BodyGroup "bowtie"
{
	studio "nfreddy_bowtie.smd"
	blank
}
$BodyGroup "ears"
{
	studio "nfreddy_ears.smd"
	blank
}
$BodyGroup "endo_arms"
{
	studio "nfreddy_endo_arms.smd"
	blank
}
$BodyGroup "endo_chest"
{
	studio "nfreddy_endo_chest.smd"
	blank
}
$BodyGroup "endo_fingers"
{
	studio "nfreddy_endo_fingers.smd"
	blank
}
$BodyGroup "endo_hand"
{
	studio "nfreddy_endo_hand.smd"
	blank
}
$BodyGroup "endo_legs"
{
	studio "nfreddy_endo_legs.smd"
	blank
}
$BodyGroup "endo_pelvis"
{
	studio "nfreddy_endo_pelvis.smd"
	blank
}
$BodyGroup "endo_sholder"
{
	studio "nfreddy_endo_sholder.smd"
	blank
}
$BodyGroup "endo_spine"
{
	studio "nfreddy_endo_spine.smd"
	blank
}
$BodyGroup "endo_teeth"
{
	studio "nfreddy_endo_teeth.smd"
	blank
}
$BodyGroup "endo_foot"
{
	studio "nfreddy_enod_foot.smd"
	blank
}
$BodyGroup "eye_lids"
{
	studio "nfreddy_eye_lids.smd"
	blank
}
$BodyGroup "eyes"
{
	studio "nfreddy_eyes.smd"
	blank
}
$BodyGroup "fingers"
{
	studio "nfreddy_fingers.smd"
	blank
}
$BodyGroup "foot"
{
	studio "nfreddy_foot.smd"
	blank
}
$BodyGroup "hand"
{
	studio "nfreddy_hand.smd"
	blank
}
$BodyGroup "hat"
{
	studio "nfreddy_hat.smd"
	blank
}
$BodyGroup "head"
{
	studio "nfreddy_head.smd"
	blank
}
$BodyGroup "head_inside"
{
	studio "nfreddy_head_inside.smd"
	blank
}
$BodyGroup "jaw"
{
	studio "nfreddy_jaw.smd"
	blank
}
$BodyGroup "jaw_inside"
{
	studio "nfreddy_jaw_inside.smd"
	blank
}
$BodyGroup "legs"
{
	studio "nfreddy_legs.smd"
	blank
}
$BodyGroup "nose"
{
	studio "nfreddy_nose.smd"
	blank
}
$BodyGroup "pelvis"
{
	studio "nfreddy_pelvis.smd"
	blank
}
$BodyGroup "teeth"
{
	studio "nfreddy_teeth.smd"
	blank
}
$BodyGroup "wires"
{
	studio "nfreddy_wires.smd"
	blank
}


$SurfaceProp "metal"

$Contents "solid"

$MaxEyeDeflection 90

$Opaque

$CDMaterials "models\Spygineer\fnaf4
freddy\"

$CBox 0 0 0 0 0 0

$BBox -10.16 -75.695 -7.046 18.248 75.697 114.108


$Sequence "ragdoll" {
	"nfreddy_anims\ragdoll.smd"
	activity "ACT_DIERAGDOLL" 1
	fadein 0.2
	fadeout 0.2
	fps 30
}

$CollisionJoints "nfreddy_physics.smd"
{
	$mass 100
	$inertia 10
	$damping 0
	$rotdamping 4
	$rootbone "bip_pelvis"

	$jointmassbias "bip_pelvis" 2
	$jointrotdamping "bip_pelvis" 0

	$jointmassbias "bip_hip_R" 0.8
	$jointconstrain "bip_hip_R" x limit -45 25 0
	$jointconstrain "bip_hip_R" y limit -80 35 0
	$jointconstrain "bip_hip_R" z limit -25 25 0

	$jointmassbias "bip_knee_R" 0.8
	$jointrotdamping "bip_knee_R" 3
	$jointconstrain "bip_knee_R" x limit 0 0 0
	$jointconstrain "bip_knee_R" y limit 0 110 0
	$jointconstrain "bip_knee_R" z limit 0 0 0

	$jointmassbias "bip_hip_L" 0.8
	$jointconstrain "bip_hip_L" x limit -45 25 0
	$jointconstrain "bip_hip_L" y limit -80 45 0
	$jointconstrain "bip_hip_L" z limit -25 25 0

	$jointmassbias "bip_knee_L" 0.8
	$jointrotdamping "bip_knee_L" 3
	$jointconstrain "bip_knee_L" x limit 0 0 0
	$jointconstrain "bip_knee_L" y limit 0 110 0
	$jointconstrain "bip_knee_L" z limit 0 0 0

	$jointmassbias "bip_foot_L" 0.75
	$jointrotdamping "bip_foot_L" 7
	$jointconstrain "bip_foot_L" x limit -10 35 0
	$jointconstrain "bip_foot_L" y limit -19 25 0
	$jointconstrain "bip_foot_L" z limit -42 24 0

	$jointmassbias "bip_spine" 1.6
	$jointrotdamping "bip_spine" 12
	$jointconstrain "bip_spine" x limit -8 55 0
	$jointconstrain "bip_spine" y limit -15 15 0
	$jointconstrain "bip_spine" z limit -25 25 0

	$jointmassbias "bip_upperarm_R" 0.8
	$jointrotdamping "bip_upperarm_R" 16
	$jointconstrain "bip_upperarm_R" x limit -50 50 0
	$jointconstrain "bip_upperarm_R" y limit -20 55 0
	$jointconstrain "bip_upperarm_R" z limit -80 70 0

	$jointmassbias "bip_lowerArm_R" 1.8
	$jointconstrain "bip_lowerArm_R" x limit 0 0 0
	$jointconstrain "bip_lowerArm_R" y limit 0 0 0
	$jointconstrain "bip_lowerArm_R" z limit -85 20 0

	$jointmassbias "bip_upperarm_L" 0.8
	$jointrotdamping "bip_upperarm_L" 16
	$jointconstrain "bip_upperarm_L" x limit -50 50 0
	$jointconstrain "bip_upperarm_L" y limit -20 55 0
	$jointconstrain "bip_upperarm_L" z limit -70 80 0

	$jointmassbias "bip_lowerArm_L" 1.8
	$jointconstrain "bip_lowerArm_L" x limit 0 0 0
	$jointconstrain "bip_lowerArm_L" y limit -85 20 0
	$jointconstrain "bip_lowerArm_L" z limit 0 0 0

	$jointmassbias "bip_hand_L" 0.6
	$jointrotdamping "bip_hand_L" 8
	$jointconstrain "bip_hand_L" x limit -30 37 0
	$jointconstrain "bip_hand_L" y limit -30 50 0
	$jointconstrain "bip_hand_L" z limit -20 35 0

	$jointmassbias "bip_head" 2.5
	$jointrotdamping "bip_head" 8
	$jointconstrain "bip_head" x limit -25 8 0
	$jointconstrain "bip_head" y limit -8 8 0
	$jointconstrain "bip_head" z limit -15 15 0

	$jointmassbias "bip_hand_R" 0.6
	$jointrotdamping "bip_hand_R" 8
	$jointconstrain "bip_hand_R" x limit -37 30 0
	$jointconstrain "bip_hand_R" y limit -40 50 0
	$jointconstrain "bip_hand_R" z limit -35 20 0

	$jointmassbias "bip_foot_R" 0.75
	$jointrotdamping "bip_foot_R" 7
	$jointconstrain "bip_foot_R" x limit -10 35 0
	$jointconstrain "bip_foot_R" y limit -19 25 0
	$jointconstrain "bip_foot_R" z limit -42 24 0
	$jointcollide "bip_upperarm_L" "bip_spine"
}


[editline]9th August 2015[/editline]

Tried to use SourceSDK 2013 MP instead of orangebox SDK, but Im getting the same problem :frowning:

[editline]9th August 2015[/editline]

SourceSDK 2013 MP log:


Compiling with Crowbar 0.29.0.0: "C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin
freddy.qc" ...

  Compiling ".
freddy.qc" ...
    qdir:    "c:\games\steam\steamapps\common\source sdk base 2013 multiplayer\bin\"
    gamedir: "C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2\"
    g_path:  "nfreddy.qc"
    Building binary model files...
    Working on "nfreddy.qc"
    SMD MODEL nfreddy_arms.smd
    SMD MODEL nfreddy_body.smd
    SMD MODEL nfreddy_bowtie.smd
    SMD MODEL nfreddy_ears.smd
    SMD MODEL nfreddy_endo_arms.smd
    SMD MODEL nfreddy_endo_chest.smd
    SMD MODEL nfreddy_endo_fingers.smd
    SMD MODEL nfreddy_endo_hand.smd
    SMD MODEL nfreddy_endo_legs.smd
    SMD MODEL nfreddy_endo_pelvis.smd
    SMD MODEL nfreddy_endo_sholder.smd
    SMD MODEL nfreddy_endo_spine.smd
    SMD MODEL nfreddy_endo_teeth.smd
    SMD MODEL nfreddy_enod_foot.smd
    SMD MODEL nfreddy_eye_lids.smd
    SMD MODEL nfreddy_eyes.smd
    SMD MODEL nfreddy_fingers.smd
    SMD MODEL nfreddy_foot.smd
    SMD MODEL nfreddy_hand.smd
    SMD MODEL nfreddy_hat.smd
    SMD MODEL nfreddy_head.smd
    SMD MODEL nfreddy_head_inside.smd
    SMD MODEL nfreddy_jaw.smd
    SMD MODEL nfreddy_jaw_inside.smd
    SMD MODEL nfreddy_legs.smd
    SMD MODEL nfreddy_nose.smd
    SMD MODEL nfreddy_pelvis.smd
    SMD MODEL nfreddy_teeth.smd
    SMD MODEL nfreddy_wires.smd
    SMD MODEL nfreddy_anims\ragdoll.smd
    SMD MODEL nfreddy_physics.smd
    Processing jointed collision model
    bip_pelvis               (  8 verts, 1 convex elements) volume: 3836.39
    bip_spine                ( 12 verts, 1 convex elements) volume: 14919.85
    bip_upperarm_L           ( 16 verts, 1 convex elements) volume: 3012.41
    bip_lowerArm_L           ( 16 verts, 1 convex elements) volume: 3012.41
    bip_upperarm_R           ( 16 verts, 1 convex elements) volume: 3012.41
    bip_lowerArm_R           ( 16 verts, 1 convex elements) volume: 3012.40
    bip_head                 (268 verts, 1 convex elements) volume: 6126.47
    bip_hand_L               (  8 verts, 1 convex elements) volume: 2363.08
    bip_hand_R               (  8 verts, 1 convex elements) volume: 2363.08
    bip_hip_L                ( 24 verts, 1 convex elements) volume: 2737.78
    bip_knee_L               ( 24 verts, 1 convex elements) volume: 1869.55
    bip_hip_R                ( 24 verts, 1 convex elements) volume: 2737.79
    bip_knee_R               ( 24 verts, 1 convex elements) volume: 1869.55
    bip_foot_L               (  8 verts, 1 convex elements) volume: 3467.63
    bip_foot_R               (  8 verts, 1 convex elements) volume: 3467.63
    Collision model completed.
    ---------------------
    writing C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2\models/spygineer\fnaf4
freddy.mdl:
    bones        16636 bytes (56)
       animation       x       y       ips    angle
        @ragdoll    0.00    0.00 :    0.00 (  90.00) 0.1
    animations     116 bytes (1 anims) (3 frames) [0:00]
    sequences      440 bytes (1 seq) 
    ik/pose       9360 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)
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    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)
    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)
    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)
    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       468 bytes
    keyvalues        0 bytes
    bone transforms     7680 bytes
    bone flex driver       0 bytes
    Collision model volume 77934.10 in^3
    collision        0 bytes
    total        40892
    ---------------------
    writing C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2\models/spygineer\fnaf4
freddy.vvd:
    vertices    175680 bytes (3660 vertices)
    vertices    150960 bytes (3145 vertices)
    vertices     10080 bytes (210 vertices)
    vertices     10080 bytes (210 vertices)
    vertices     62976 bytes (1312 vertices)
    vertices    251184 bytes (5233 vertices)
    vertices     23616 bytes (492 vertices)
    vertices    989184 bytes (20608 vertices)
    vertices     52032 bytes (1084 vertices)
    vertices    212640 bytes (4430 vertices)
    vertices     42816 bytes (892 vertices)
    vertices     32832 bytes (684 vertices)
    vertices     38112 bytes (794 vertices)
    vertices    318864 bytes (6643 vertices)
    vertices    152832 bytes (3184 vertices)
    vertices     75360 bytes (1570 vertices)
    vertices     99552 bytes (2074 vertices)
    vertices    549168 bytes (11441 vertices)
    vertices     33648 bytes (701 vertices)
    vertices     40368 bytes (841 vertices)
    vertices    214224 bytes (4463 vertices)
    vertices    219552 bytes (4574 vertices)
    vertices     17376 bytes (362 vertices)
    vertices      7104 bytes (148 vertices)
    vertices      8592 bytes (179 vertices)
    vertices    206592 bytes (4304 vertices)
    vertices      2928 bytes (61 vertices)
    vertices     49872 bytes (1039 vertices)
    vertices    399504 bytes (8323 vertices)
    vertices     57072 bytes (1189 vertices)
    tangents     58560 bytes (3660 vertices)
    tangents     50320 bytes (3145 vertices)
    tangents      3360 bytes (210 vertices)
    tangents      3360 bytes (210 vertices)
    tangents     20992 bytes (1312 vertices)
    tangents     83728 bytes (5233 vertices)
    tangents      7872 bytes (492 vertices)
    tangents    329728 bytes (20608 vertices)
    tangents     17344 bytes (1084 vertices)
    tangents     70880 bytes (4430 vertices)
    tangents     14272 bytes (892 vertices)
    tangents     10944 bytes (684 vertices)
    tangents     12704 bytes (794 vertices)
    tangents    106288 bytes (6643 vertices)
    tangents     50944 bytes (3184 vertices)
    tangents     25120 bytes (1570 vertices)
    tangents     33184 bytes (2074 vertices)
    tangents    183056 bytes (11441 vertices)
    tangents     11216 bytes (701 vertices)
    tangents     13456 bytes (841 vertices)
    tangents     71408 bytes (4463 vertices)
    tangents     73184 bytes (4574 vertices)
    tangents      5792 bytes (362 vertices)
    tangents      2368 bytes (148 vertices)
    tangents      2864 bytes (179 vertices)
    tangents     68864 bytes (4304 vertices)
    tangents       976 bytes (61 vertices)
    tangents     16624 bytes (1039 vertices)
    tangents    133168 bytes (8323 vertices)
    tangents     19024 bytes (1189 vertices)
    total      6006464 bytes
    ---------------------
    Generating optimized mesh "C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2\models/spygineer\fnaf4
freddy.sw.vtx":
    body parts:       240 bytes
    models:          1200 bytes
    model LODs:       720 bytes
    meshes:           396 bytes
    strip groups:    1100 bytes
    strips:          1188 bytes
    verts:         844650 bytes
    indices:       755082 bytes
    bone changes:       8 bytes
    everything:   1603900 bytes
    ---------------------
    Generating optimized mesh "C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2\models/spygineer\fnaf4
freddy.dx80.vtx":
    body parts:       240 bytes
    models:          1200 bytes
    model LODs:       720 bytes
    meshes:           396 bytes
    strip groups:    1100 bytes
    strips:          1269 bytes
    verts:         844650 bytes
    indices:       755082 bytes
    bone changes:    1296 bytes
    everything:   1605269 bytes
    ---------------------
    Generating optimized mesh "C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2\models/spygineer\fnaf4
freddy.dx90.vtx":
    body parts:       240 bytes
    models:          1200 bytes
    model LODs:       720 bytes
    meshes:           396 bytes
    strip groups:    1100 bytes
    strips:          1188 bytes
    verts:         844650 bytes
    indices:       755082 bytes
    bone changes:    1296 bytes
    everything:   1605188 bytes
    ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
    ERROR: Aborted Processing on 'spygineer\fnaf4
freddy.mdl'
  ... Compiling ".
freddy.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.29.0.0: "C:\Games\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin
freddy.qc" finished.


Anyone? :frowning:

It’s been a long time since I compiled something for source, but if things didn’t change much, I remember fixing this problem by trying to compile the model with HLMV opened. I remember it would fix the problem in many cases.

Also, I’d recommend you to change all ‘$bodygoup’ lines to ‘$body’, makes more sense in your case.

eg:



$BodyGroup "hat"
{
	studio "nfreddy_hat.smd"
}


to



$body "hat" "nfreddy_hat.smd"


Ahh, it didnt help me :frowning:
Any other tips?..

You could upload the whole folder (including everything, smd, qc etc) and post it here so I (or any other person) can try. It’s kind hard to fix this by just giving you ideas of what it could be while I could actually try myself and then post how I fixed the problem.

Crowbar is quite a lovely tool and it’s a huge improvement over mdldecompiler, but it’s quite a disappointment that it’s so often used at the first suggestion for every single fix, whether related or not. It’s only creating unrealistic expectations for Zeq and people who use crowbar and often ignores the real issues underlying.

In this particular case, you simply have way too many bodygroups.

Sorry…
I tried to combine bodygroups into the one .smd file, but it didnt solve my problem
I did not say that my problem is related to the Zeq’s nice and useful tool, I just wanted to ask how to compile this huge model and avoid Valve’s limits :slight_smile:
I did not blame the developer of Crowbar, but he helped me a lot :slight_smile:
By the way thank you too for your answers in my previous threads about this model :slight_smile:

Here is a fix:
Use SFM’s compiler instead of using SourceSDK 2013 MP’s compiler, because it allows higher limits.

/solved
(<3 facepunch and Crowbar)

You could also merge those parts into one mesh, though.