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[FIXED/SOLVED] Dmx export option changes the names of the model's materials
Hello, I'm having problems with the last version of Blender Source Tools v3.3.1 (I'm currently using Blender 4.2.3 since my motherboard malfunctioned, so replaced it and installed all the apps and programs since then).

Well getting straigth to the point, every time I exprot the model on dmx format, the exportation always changes the name of the model's materials without notice.

Here's a test I've done with the Soldier's model from TF2. I just decompiled it with Crowbar (also the latest version), imported it, exported it again, and finally re-compiled the resulting dmx file (with just the relevant part, the rest is normal):



*Here's one using the Source Filmmaker version:

Compiling with Crowbar 0.74: "D:\"username"\Objetos 3D\Evidence\comp.qc" ...

Compiling "comp.qc" ...
Output from compiler "F:\SteamLibrary\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe":
qdir: "d:\"username"\objetos 3d\evidence\"
gamedir: "F:\SteamLibrary\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "comp.qc"
Building binary model files...
Working on "comp.qc"
DMX Model d:\"username"\objetos 3d\evidence\soldier_morphs_low.dmx
Processing LOD for material: {
Processing LOD for material: H
Processing LOD for material: x
Processing LOD for material: I

*And one with the Garry's Mod version:
Compiling "comp.qc" ...
Output from compiler "F:\SteamLibrary\steamapps\common\GarrysMod\bin\studiomdl.exe":
qdir: "d:\"username"\objetos 3d\evidence\"
gamedir: "F:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\"
g_path: "comp.qc"
Building binary model files...
Working on "comp.qc"
DMX Model d:\"username"\objetos 3d\evidence\soldier_morphs_low.dmx
Processing LOD for material: {
Processing LOD for material: H
Processing LOD for material: x
Processing LOD for material: I


As you can see, the material names have been changed:

This:
{
H
x
I

Was supposed to be this respectively:
soldier_red
eyeball_l
soldier_head_red
eyeball_r

Also happens with: Any Source Engine model, custom models made from scratch, etc. With even more weird symbols instead of it's original name.

If you're wondering why I use dmx instead of smd, is just simply that I work with models with high number of bones that overpasses the smd format's limit (more than 128), and reduncing them only for compatibility gaves me just unwanted quality results.

I hope this is enough. Take your time.

P.S. for the admins: About the message from 3 days ago, I think figured out (the same day) about the spaces in names issue. I hope I've corrected the sentence properly for the discussions tab policy.

Sorry if my englishsounds a bit broken/bad (just in case). Is not my native language.
Last edited by esgleal6 (Studying); 9 Jan @ 6:22pm
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Showing 1-8 of 8 comments
xdshot 20 Oct, 2024 @ 7:08pm 
spaces in names are not allowed
TechnoPrizm 2 Dec, 2024 @ 12:08pm 
I've run into the same issue, even with materials without spaces are either completely cleared or are given a random character. I still had version 3.3 of the plugin and going back fixed this issue. Hope this gets resolved in future releases.
Artfunkel 14 Dec, 2024 @ 5:24am 
Please upload one of the affected DMX files.
Here's my sample just in case:

https://drive.google.com/drive/folders/15et04w9yyLN_6n4f2RUzngDjiocjmtdh?usp=sharing

It's the same Soldier model from TF2, but is after the .dmx export from Blender 4.2.3 (still happens with the latest version, so I uploaded a recent one too) with the current version of the Tool.
MSF 22 Dec, 2024 @ 2:08pm 
I can confirm that this is happening with the current version of BST. You can't even re-import your exported DMX as it will fail to load in Blender. It can still import DMX files, just not the ones exported with the current BST version.

Might have to use an older version of BST to avoid this issue.
Artfunkel 30 Dec, 2024 @ 3:07am 
I've found the problem now. This only affects very old versions of DMX binary encoding.

I'll release an update soon. In the meantime, please try exporting your files with DMX binary 4 or later. You can have this configured automatically by selecting the appropriate engine path.
Last edited by Artfunkel; 12 Jan @ 8:06am
Alright thanks for the tip, and glad to hear that you're all working on it. Thanks a bunch.
A moderator of this forum has indicated that this post answers the original topic.
Fixed in 3.3.2
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