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Source Tools Error Report
WARNING: 1337 verts on "Silco_mesh" have over 3 weight links. Source does not support this!
~ This error appears when converting with the .dmx extension. >.< But it worked without any errors when converting to .smd. How to fix this? Have you ever encountered this type of error when converting to .dmx format? Please help me with any advice on this, I would greatly appreciate it. ^ ^
Originally posted by Zappy:
Originally posted by ✞ Medic°Strange ✞:
- $model silco "silco.dmx" {
eyeball "RightEye" "bip_head" -1.48725 -4.49933 79.0266 "eyeball_R" 1 0 "NotUsed" 1
eyeball "LeftEye" "bip_head" 1.48725 -4.49933 79.0266 "eyeball_L" 1 0 "NotUsed" 1
flexcontroller "Eyes" range -90 90 "Eyes_UpDown"
flexcontroller "Eyes" range -90 90 "Eyes_RightLeft"
}
$Body "silco" "silco.dmx" -
"silco.dmx" is loaded by $Model, so you should delete the $Body line.

Also, to make the eye sliders less sensitive, replace "-90 90" with "-45 45". 45 degrees is what's usually used for the eye sliders.

Originally posted by ✞ Medic°Strange ✞:
- $MaxEyeDeflection 90 -
Unless you know that you need this line, you can delete it. Most models don't manually set $MaxEyeDeflection.

Originally posted by ✞ Medic°Strange ✞:
-
$SurfaceProp "flesh"
$Contents "solid"
-
$CBox 0 0 0 0 0 0
$BBox -8.749 -18.9 -0.164 5.622 18.576 74.046
-
$CollisionModel "silco.dmx"
{
$mass 100
$inertia 1
$damping 0
$rotdamping 0
$concave
}
You don't need to, but feel free to delete all of these lines. They don't do anything useful for Source Filmmaker.

Originally posted by ✞ Medic°Strange ✞:
I have sent you the code for his eye setup. I thought another model's eye setup would match his eyes, but this happened. Which of these should I fix? - [The eye VMT]
After making the above changes to the QC file, is there still a problem with the eyes? If so, exactly what is the problem?

If the problem is that the iris/pupil texture is too big, then you can change that in the QC file by changing the final number on the Eyeball lines (after "NotUsed").
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Showing 1-15 of 32 comments
Zappy 14 Nov, 2022 @ 11:20am 
Originally posted by ✞ Medic°Strange ✞:
WARNING: 1337 verts on "Silco_mesh" have over 3 weight links. Source does not support this! ~ This error appears when converting with the .dmx extension. >.< But it worked without any errors when converting to .smd. -
If SMD meshes have a vertex that's assigned to more than 3 bones, StudioMDL (the model compiler) can automatically remove anything beyond the third link.
If DMX meshes have a vertex that's assigned to more than 3 bones, StudioMDL will show an error and abort compiling the model.

Therefore, the Blender Source Tools plug-in shows a warning when exporting a DMX with more than 3 bone links per vertex, while it doesn't with SMD.

The Blender Source Tools has a "weight link cull threshold" option near the export button. Slide this all the way to 1.0, then the Blender Source Tools plug-in will automatically remove anything beyond the third bone link when exporting the DMX, allowing you to compile the model (at the cost of the DMX not having all bone links... but since the compiled model wouldn't have that even with SMD, that's not an issue).
Oh, ok. I got it! Thank you Zappy! Even if the conversion is successful, the Shape key will still not work to enter the prepared model into SFM. I even checked Launch HLMV and the Shape keys on the backmost window worked except for the first two empty windows. How to make these Shape keys work normally on SFM? I thought it would be clear to you, so I sent a picture.
Link: https://imgur.com/a/EthBSvm
Zappy 14 Nov, 2022 @ 2:09pm 
Originally posted by ✞ Medic°Strange ✞:
- the Shape key will still not work - How to make these Shape keys work normally on SFM? -
Please open the model's QC file, copy all text, and paste it in a comment here.
// Created by Crowbar 0.34.0.0

$ModelName "silco/silco.mdl"

$BodyGroup "silco"
{
studio "silco.dmx"
}
$BodyGroup "silco"
{
studio "silco.dmx"
}
$BodyGroup "silco"
{
studio "silco.dmx"
}


$SurfaceProp "default"

$Contents "solid"

$MaxEyeDeflection 90

$MostlyOpaque

$CDMaterials "models\silco\"

$CBox 0 0 0 0 0 0

$BBox -8.749 -18.9 -0.164 5.622 18.576 74.046


$Sequence "idle" {
"silco.dmx"
fadein 0.2
fadeout 0.2
fps 30
}

$CollisionModel "silco.dmx"
{
$mass 100
$inertia 1
$damping 0
$rotdamping 0
$concave

}
Ok, Data code on his QC file. Should I enter the Shape Keys code here again? It's my first time converting a model, so I lack knowledge in this area. Please help me with this. ^ ^
I have made the problems in this matter more clear so that you may understand better. ^ ^:Steady_Aim:
Link: https://imgur.com/a/pMOc3DA
I really wonder what the problem is with this material/texture. It was normal yesterday. That is strange. >.<
Zappy 15 Nov, 2022 @ 5:49am 
Originally posted by ✞ Medic°Strange ✞:
- $BodyGroup "silco"
{
studio "silco.dmx"
}
$BodyGroup "silco"
{
studio "silco.dmx"
}
$BodyGroup "silco"
{
studio "silco.dmx"
} -
You're loading "silco.dmx" three times, which is bad for flexes.
(Also, if you don't want more than one body group option, $BodyGroup does the same as $Body.)

You should replace these $BodyGroup functions with just...
$Body "silco" "silco.dmx"
Afterwards, compile the model again, reboot Source Filmmaker, and test the model in a new session.


Originally posted by ✞ Medic°Strange ✞:
I have made the problems more clear so that you may understand better. - [Images]
Please open one of the material VMT files, copy all text, and paste it in a comment here.
Last edited by Zappy; 15 Nov, 2022 @ 5:49am
Hi Zappy. ^ ^
hmm... I tried to convert my model according to your instructions. But there is a strange error.
~
Compiling with Crowbar 0.62: "C:\Users\User\Desktop\Silco SFM\Silco\DMX\silco.qc" ...

Compiling ".\silco.qc" ...
Output from compiler "D:\SteamLibrary\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe":
qdir: "c:\users\user\desktop\silco sfm\silco\dmx\"
gamedir: "D:\SteamLibrary\steamapps\common\SourceFilmmaker\game\usermod\"
g_path: "silco.qc"
Building binary model files...
Working on "silco.qc"
DMX Model c:\users\user\desktop\silco sfm\silco\dmx\silco.dmx
ERROR: c:\users\user\desktop\silco sfm\silco\dmx\silco.qc(6): - bad command }
ERROR: Aborted Processing on 'silco/silco.mdl'
... Compiling ".\silco.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.62: "C:\Users\User\Desktop\Silco SFM\Silco\DMX\silco.qc" finished.
// Created by Crowbar 0.34.0.0

$ModelName "silco/silco.mdl"

$Body "silco" "silco.dmx"
}
$Body "silco" "silco.dmx"
}
$Body "silco" "silco.dmx"
}


$SurfaceProp "default"

$Contents "solid"

$MaxEyeDeflection 90

$MostlyOpaque

$CDMaterials "models\silco\"

$CBox 0 0 0 0 0 0

$BBox -8.749 -18.9 -0.164 5.622 18.576 74.046


$Sequence "idle" {
"silco.dmx"
fadein 0.2
fadeout 0.2
fps 30
}

$CollisionModel "silco.dmx"
{
$mass 100
$inertia 1
$damping 0
$rotdamping 0
$concave

}

~Is it ok to modify this code like this? Or maybe I changed something wrong?
"VertexlitGeneric"
{
"$basetexture" "models/silco/tft6_silco"
"$bumpmap" "models/silco/tft6_silco_n"
"$lightwarptexture" "models/silco/toon_defo"
$surfaceprop metal
$normalmapalphaenvmapmask "1"
"$phong" "1"
"$phongexponent" "5"
"$phongboost" "2"
"$phongfresnelranges" "[0.01 0.3 0.4]"
"$phongalbedotint" "1"

$halflambert 0
$diffuseexp 1.5
}

~ The code of its main material has been sent to you. But I tried to fix it in different ways. I don't really know what is right or wrong. Copied from another similar model. Thinking it would be a close fit. But I'm not sure. I will show you the result. But in my opinion, Silco's model may be a little over-reflective.
Link: https://imgur.com/a/j2AWK33
Zappy 15 Nov, 2022 @ 10:39am 
Originally posted by ✞ Medic°Strange ✞:
- $Body "silco" "silco.dmx"
}
$Body "silco" "silco.dmx"
}
$Body "silco" "silco.dmx"
} -
Delete these six lines, and add this single line:
$Body "silco" "silco.dmx"


Originally posted by ✞ Medic°Strange ✞:
- The code of its main material has been sent to you. -
Try deleting the $SurfaceProp, $NormalMapAlphaEnvMapMask, $HalfLambert, and $DiffuseExp lines from the VMT.
Also, add two forward slashes in front of the $LightWarpTexture line (to disable it temporarily), like...
//"$lightwarptexture" "models/silco/toon_defo"
Hi Zappy. ^ ^ You're lifesaver. At the end of it all, Silco's model turned out to be no problem. :steamhappy: Your valuable advice really helped me a lot. I am very grateful to you. ^ ^ I thought it would be right to show you the result of this work.
Link: https://imgur.com/a/4vRdeTK
Can I ask you just one more thing? One problem with this model is his eyes. On SFM Team Fortress 2 characters' eyes move without any problems. I noticed that the eyes of other imported models are also moving at the same time. But my model's eye can only move both at the same time in Blender. On SFM, it doesn't exist. I'm really wonder at how they managed to fix this eyes problem. Please help me check it. If you look at this link, you will almost understand. Thanks. ^ ^
Link: https://imgur.com/a/nbiNZjK
Zappy 17 Nov, 2022 @ 10:50am 
Originally posted by ✞ Medic°Strange ✞:
- On SFM Team Fortress 2 characters' eyes move without any problems. - my model's eye can only move both at the same time in Blender. On SFM, it doesn't exist. - [Link]
You have to give the left and right eyes separate materials using the EyeRefract or Eyes shaders (with centred iris/pupil textures), and set up the eyes in the model's QC file using Eyeball with centre coordinates of each eyeball, flex controllers named "eyes_updown" and "eyes_rightleft", and an $Attachment called "eyes". This way, you can use Source's dynamic eye UV projection system, like Team Fortress 2 models.
Try to find a guide about eyes in Source Filmmaker, Garry's Mod, or the Source Engine in general.
Last edited by Zappy; 17 Nov, 2022 @ 10:51am
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