GROUPE STEAM
Blender Source Tools BleST
GROUPE STEAM
Blender Source Tools BleST
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8 novembre 2013
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Unwanted wildcard .qc search in blender files
for some reason blender searches itself for a *.qc directory, and gives me this error in the console.
Error Opening C:\program files\blender foundation\blender\*.qc
All the directories I have set in blender are

export path:
//..\..\..\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\usermod\models\bullet\

engine path:
//..\..\..\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\bin\

Subfolder I left blank

Game path:
//..\..\..\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\usermod\

qcpath: //..\..\..\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\usermod\models\bullet\762x54.qc

What has gone wrong here and how may I correct it?
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CDw/P~Monochrome a écrit :
What has gone wrong here -
You tried to compile a model using Blender.
CDw/P~Monochrome a écrit :
- and how may I correct it?
Don't use Blender to compile models.

Seriously, though, it's recommended to use the command-line StudioMDL itself manually, or using a third-party tool (like GUIStudioCompiler or something).
Vintage a écrit :
You tried to compile a model using Blender.
Don't use Blender to compile models.

Well people do it, and it can be done, so that answer doesn't really help me. I also can't find a tutorial post steam pipe update. but I will continue to try using crowbar, blender, and everything else I can find until I can get a model with a texture from one of them or someone actually answers my question.
Dernière modification de Monochrome; 2 oct. 2014 à 23h50
...The model doesn't include the textures. It never does. The textures are referenced in materials, and models reference materials. Even then, materials are still not included in the model.

Also, if this is of any help, this is the command-line thing I use to compile models for Team Fortress 2, which works after SteamPipe:

"F:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\studiomdl.exe" -nop4 -r -game "F:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "[QC path and filename].qc"

The first thing is the path and filename of StudioMDL (Source FilmMaker also has a StudioMDL included, but Garry's Mod doesn't, so it depends on the game), the -game variable is, well, pointing at where I want the model to be outputted (it must have a proper gameinfo.txt), and the last thing is the QC to be compiled.

Sure, it doesn't really help with compiling in Blender nor other third-party tools, but it may still help you with compiling in general.
I don't have a problem compiling in other things, like crowbar, which I prefer to GUIstudioCompiler after using bothh. I just really need to figure out how to make a pair of .vmt files for a bullet. unless there is a better way than extracting one from another bullet and changing parameters in hopes of it working.
Well... This may or may not help you: https://developer.valvesoftware.com/wiki/Material Just remember to read more than what is in that exact article. But editing a VMT can still be a good way to make VMTs, remember that.
That sounds very wrong. I'll look into it.
I can't reproduce the problem. Which version of the tools are you using?

Please also upload your blend file: http://www.pasteall.org/blend/
I have the same problem, have you found a solution?

*EDIT* Nevermind
Dernière modification de The Yerm; 8 déc. 2014 à 21h19
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Toutes les discussions > Help > Détails du sujet
Posté le 2 oct. 2014 à 22h10
Messages : 8