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Pee Warmer 15 Feb, 2019 @ 2:28pm
[FIXED] Model breaks up badly after compiling
The .SMD itself is OK (after importing to blender 2.79 is fine) but after compiling QC it's broken.
I mean that the textures are flipped (or cannot be seen when a mesh is behind another one mesh) and the model itself is very small ingame (GMOD, even a potato is bigger tbh)
Here's a screenshot from a game:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1656651260
And also there's BadVertexData in some places in HLMV
Any ideas?

edit: added $concave to qc file, then this happened
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! (like x 50 or more tbh)
WARNING: COSTLY COLLISION MODEL!!!! (155 parts - 40 allowed)
WARNING: Error with convex elements of diplomat.smd, building single convex!!!!
so I stopped using collisions made by studiomdl and included mine which fixed the problem of the two dimmensional geometry
The model itself is still ♥♥♥♥♥♥ up badly.
edit 2: fixed size of a model by adding $scale to QC (I have to figure out how much I have to scale up , but that's not the part of the problem, it's easy to do and it only requires time)
edit 3: that's weird, I changed my collision model to a box but in HLMV collisions are diffrent even if the box itself is included ( $collisionmodel "diplomat_phys.smd" )


SOLUTION:
Originally posted by Eric:
a) Use Noesis for importing ripped models from NinjaRipper, then export them to .obj and import them into Blender. Also flip the UV textures while exporting them from Noesis because UVs will be flipped up tho. Only for Blender 2.79 because there's updated script for 2.8 and I guess it works, I'll have to update Blender to see if it works

b) Physics weren't loaded because I moved my qc file somewhere else and StudioMDL was creating physics by itself, fixed by changing the export folder.

Last edited by Pee Warmer; 17 Feb, 2019 @ 8:09am
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Showing 1-8 of 8 comments
Misfire! 15 Feb, 2019 @ 2:57pm 
I had a few odd errors similar to this that were related to orphaned verticies, edges or small faces left over in the model after some type of editing.
Pee Warmer 15 Feb, 2019 @ 3:11pm 
The car originally after ripping was in parts so I joined them using CTRL+J so that's maybe the case... idk if connecting every mesh with each other would work, i'll have to try that but not now because there's 12AM here when I'm writting this.
(also when car parts' axises were on center, the parts actually weren't in a center, but they were placed like they should be)
Last edited by Pee Warmer; 15 Feb, 2019 @ 3:15pm
Hootlook 16 Feb, 2019 @ 1:00am 
How do i leave this group ? i keep getting notifications
Zappy 16 Feb, 2019 @ 1:04am 
Originally posted by Hootlook:
- i keep getting notifications
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Hootlook 16 Feb, 2019 @ 1:07am 
thx
Misfire! 16 Feb, 2019 @ 10:37am 
Joining will create one model, but that could still include a hiding vert point that is not directly connected to anything or an edge that may be connected at one end and not the other. Scanning carefully through the mesh at all angles and selecting/deselecting islands while switching modes between vert/edge/face modes has helped me find and solve this type issue.

Definitely focus on the areas of the mess that are missing in the final model.

You could also try going back to the separated models parts before the join and compile each part individually to narrow the hunt. The individual compiled model parts will look like junk of course in model viewer, but the compiler output from each might point out a problem area.

Also if you haven't already, double check that directions of mess normals are pointing the right direction.
Last edited by Misfire!; 16 Feb, 2019 @ 10:38am
Pee Warmer 17 Feb, 2019 @ 5:59am 
yeah, but if I compile each part invidually, in HLMV it just shows up a model that is one way transparent (you can see for example texture from inside of car, but not from outside (it's transparent and you can see thru it), also that part of texture should be outside one, not for inside.
Idk if RipImport script could do something for the model
Guess I'll have to try Noesis to import rip files, then extract them to OBJ , then to Blender tho
Last edited by Pee Warmer; 17 Feb, 2019 @ 6:22am
Pee Warmer 17 Feb, 2019 @ 8:03am 
no way, it worked
I guess the RipImport script for Blender 2.77 was old and broken and it couldn't import .rip files correctly.

Conclusion:

a) Use Noesis for importing ripped models from NinjaRipper, then export them to .obj and import them into Blender. Also flip the UV textures while exporting them from Noesis because UVs will be flipped up tho. Only for Blender 2.79 because there's updated script for 2.8 and I guess it works, I'll have to update Blender to see if it works

b) Physics weren't loaded because I moved my qc file somewhere else and StudioMDL was creating physics by itself, fixed by changing the export folder.
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All Discussions > Help > Topic Details
Date Posted: 15 Feb, 2019 @ 2:28pm
Posts: 8