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Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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8 November, 2013
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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.
Showing 1-3 of 3 entries