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Pte Jack 1 Nov, 2015 @ 11:26pm
[INVALID] Not sure if this is a BleST or a Blender problem... {Material Filename too long - trunicating.}
Greetings Artfunkle...

Your mission as a member of the IMS is to identify and correct the following situation...

I'm currently working with the new invasion items and SFM, one of my friends asked how to get the helmet of the

"workshop/player/items/pyro/invasion_a_head_full_of_hot_air/invasion_a_head_full_of_hot_air.mdl"

to work with the lighting turned on. (The face dome is visible when lights are disabled and invisible when lights are enabled.) Unable to determine what was calling which material I decompiled the model with Crowbar .33 and attempted to pull the SMDs into Blender.

After 3078 Material Name Trunication errors, I got a model, but the all verts ended up be passes to the one and only material that showed up in Blender...

{screen shot - http://i.imgur.com/xVolIwS.png }

I'm not sure if this is an error cause by Blender Native or something coded into BleST OR if it's something being fed by the Crowbar decompiles to BleST that is causing this, so I don't know who to turn to to report it. (You just happened to be the first I thought of...)

This model has 2 main materials that should be available in Blender...

"invasion_a_head_full_of_hot_air"
and
"invasion_a_head_full_of_hot_air_1"

they live in the "models\workshop\player\items\pyro\invasion_a_head_full_of_hot_air\" folder

When BleST pull in the materials names it tries to pull in the 98 and 99 character file names for each {path/matname} but errors out and trunicates down to 63 characters. Because the first 63 characters of the 2 materials are the same, everything melts down into one material.

If this is a BleST Thing, would it be possible to code the trunication so that if the 63 characters are the same the the last 3 characters increment by 1 for each new material name found.. {sort of like what MS did for Short 8.3 and Long Filenames.} In other words, the verts for material

"models\workshop\player\items\pyro\invasion_a_head_full_of_hot_air\invasion_a_head_full_of_hot_air"

would be assigned to blender materials models\workshop\player\items\pyro\invasion_a_head_full_of_h_001

the verts for material

"models\workshop\player\items\pyro\invasion_a_head_full_of_hot_air\invasion_a_head_full_of_hot_air1"

would be assigned to blender materials models\workshop\player\items\pyro\invasion_a_head_full_of_h_002

Etc etc etc....

OR

Have the materials trunicate by reading right to left 63 characters?

OR

find some magical way of identifying the {path} and chopping it from the Materials name in Blender?

As always, should you or any of your IMS team be caught or captured, Blah da Blah!!!

I will wait for you to Self Destruct in 5 Seconds (after reading this... lol).

If not a BleST problem, please let me know and I'll hit the BlenderArtists.org forums and try for a bug fix there.

Thanks (and with greatest respect for the work you do on this tool)

Pte Jack
Last edited by Artfunkel; 27 Nov, 2015 @ 2:30pm
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Showing 1-11 of 11 comments
Zappy 1 Nov, 2015 @ 11:34pm 
Neither. It's just ZeqMacaw who for some reason spawned a bug where material folders are (often) included in material names when decompiling through Crowbar, and somehow not noticing nor fixing it (not even when told about it).
Pte Jack 1 Nov, 2015 @ 11:41pm 
Originally posted by Zappy:
Neither. It's just ZeqMacaw who for some reason spawned a bug where material folders are (often) included in material names when decompiling through Crowbar, and somehow not noticing nor fixing it (not even when told about it).

As I said Zappy... I'm not sure if this is an error cause by Blender Native or something coded into BleST OR if it's something being fed by the Crowbar decompiles to BleST that is causing this, so I don't know who to turn to to report it. (You just happened to be the first I thought of...)
Zappy 1 Nov, 2015 @ 11:50pm 
ZeqMacaw. I've reported it (at least twice), and each time they has said "it's intentional, that's what the source files look like", while dis-regarding my evidence that it's not.
Last edited by Zappy; 1 Nov, 2015 @ 11:51pm
ZeqMacaw 2 Nov, 2015 @ 12:57am 
It is a problem with BleST.
Zappy 2 Nov, 2015 @ 1:01am 
And Crowbar. Shouldn't Crowbar produce files as accurate to the source files as possible? I (still?) have evidence most affected model files don't have folders in their material names.
ZeqMacaw 2 Nov, 2015 @ 1:02am 
No evidence has been provided. Not even a bug report.
Last edited by ZeqMacaw; 2 Nov, 2015 @ 1:02am
Zappy 2 Nov, 2015 @ 1:03am 
Oh. My mistake. Then I'll try to acquire and show some once I get home later today or something.

Edit: Though I am fairly certain I have reported it at the very least once, but if not, I'll do that (which I will either way, once I get some evidence stuff).
Last edited by Zappy; 2 Nov, 2015 @ 1:04am
ZeqMacaw 2 Nov, 2015 @ 1:07am 
This issue was discussed here:
https://steamhost.cn/steamcommunity_com/groups/BlenderSourceTools/discussions/1/615085406664476485/

A modder could simply rename the materials in the SMD files and add in the folders in $CDMaterials lines.
Zappy 2 Nov, 2015 @ 1:10am 
And someone who is sort of new at modding would be very confused about every face looking so weird, and would probably not know how to deal with it nor what it means.
Pte Jack 2 Nov, 2015 @ 10:49am 
Zeq, this kind of threw me for a loop. Especially after Crowbar not doing this for so long. When I work in Blender with materials I name my materials exactly what I want them to be called in the model.

Then if they are all in the same folder I can give them their path in BleST if I create DMX files or if they are in different folders I leave the path blank in Blest and use $cdmaterials statements.

This case is a good example of what can happen if the path/filename is too long for Blender and
if the path information is in the materials and passed to the model it can have some really bad effects, especially for those who don't include a "$cdmaterials" "" statement in their QCs. I ALWAYS remove path information from materials in Blender and point .

The trunciation error threw me for a loop and I had no idea where to look to fix it. Hence this thread because I would never have expected Crowbar to be the culprit.

As this isn't a BleST problem, I can close this thread down and bring it into the CrowBar discussion/Bug report area if you want.

Zappy 2 Nov, 2015 @ 10:57am 
Originally posted by Pte Jack:
As this isn't a BleST problem, I can close this thread down and bring it into the CrowBar discussion/Bug report area if you want.
Personally, I'm going to make a thread there once I make some evidence. I forgot to do so today.
Last edited by Zappy; 2 Nov, 2015 @ 10:57am
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