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Crowbar [Source Engine Modding Tool] CrowbarTool
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Andrey 26 Jan, 2019 @ 4:42am
Left4Dead2(I Can't compile survivor producer.qc)

Building binary model files...
Working on "survivor_producer.qc"
SMD MODEL leifang.smd
ERROR: Too many materials used, max 32
ERROR: Aborted Processing on 'survivors/survivor_producer.mdl'
WARNING: Leaking 1 elements
CDynamicFunction: Loading library 'Kernel32.dll' (753B0000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 772D25D0
CDynamicFunction: Loading library 'psapi.dll' (758A0000)
CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 758A155C
CDynamicFunction: Closing library 'psapi.dll' (758A0000)
CDynamicFunction: Closing library 'Kernel32.dll' (753B0000)
... Compiling ".\survivor_producer.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.32.0.0: "C:\Users\SKED\Desktop\Nueva carpeta\Rochelle\survivor_producer.qc" finished.
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Showing 1-15 of 59 comments
green 26 Jan, 2019 @ 6:38am 
You're using too many materials, and/or there's a hiccup in the .QC (maybe a open bracket).
Andrey 26 Jan, 2019 @ 3:12pm 
Yeah, maybe.
Thanks for answer !
Xaviruso 31 Dec, 2019 @ 2:16am 
hi, so im also compiling with producer.qc and it says that there are too many materials when i know that there is exactly only one material, so i guess it must be the open brackets part but... i just cant find anything that looks odd??? i cant seem to find any open brackets or missing code or wrong file names so im certain this program is just hating on me xD can someone give me a little hand?
Xaviruso 31 Dec, 2019 @ 2:21am 
btw, in case this helps, i tried compiling with the original smd model i got from decompiling and it also says that there are too many materials, which leads me to believe its something related to my qc file.
green 31 Dec, 2019 @ 7:53am 
So you have only one vmt in use for the enire model? Only one material assigned for the every, and entire, mesh for the model?

If yes, then please share the .qc.
Xaviruso 31 Dec, 2019 @ 8:42am 
sorry for late reply, i managed to solve the problem, it was because i had no intention of adding extra lods for my character so i just removed the whole thing (the lines related to lods i mean in the qc file), but after adding a single lod to the qc file it worked perfectly. Just in case it didnt work i added 2 other lods (using the default lods from the original model) but with the same model as the original one just copying them and renaming them. Now i have 2 new problems which are my arms animations being a total fuck up and stretching like eternal suffering and the texture not loading in the model in game... i can share the new qc file in case someone has some problems in a future so they can get mine to work off in case they have the same mistake i do... also, sorry for being a bit off topic now but... do you happen to know how i could fix my texture missing problem? XD

Xaviruso 31 Dec, 2019 @ 8:46am 
So, since the qc file is too long to add in a comment, i guess i wont be able to paste it here :P
green 31 Dec, 2019 @ 8:46am 
Enternal stretching of hell: Make sure your weights are good, and the sequence files have the same armature as the main mesh.

Missing textures: Make sure the names of the materials given in Blender match up with the VMT's name, and that the directory given in the qc ($cdmaterials) is the directory that those VMTs are in. Also, make sure the directory in the VMTs is the same as the directory in the qc.

Use pastebin to share long lines of text. If it compiled though, I think your qc is alright. Your problems that you explained are not related to the qc (much).
Last edited by green; 31 Dec, 2019 @ 8:47am
Xaviruso 31 Dec, 2019 @ 8:53am 
Fuck, ok that naming part in blender i had forgotten about... i named it bodymat and the other one is BODYTEXTURE so... thanks for that.
Related to the stretching of hell... the problem is that the right side of the model works kinda OK i guess and the left one is just pure suffering. But they have the weights so similar... like, literaly, the mesh is symetric and i am looking at the weights and they are practically the same, to my eyes at least, but they move the mesh so much more different... i feel im just going crazy with this xD. I can also see the stretching in blender when im using pose mode which means that the problem is not that there are problems with the armature not being the same as the main mesh, its just that i suck at doing weights around the arms... Those are the trickiest parts of the body for me i just cant handle them xD
Xaviruso 31 Dec, 2019 @ 8:54am 
any tips on how to properly weight paint?
green 31 Dec, 2019 @ 9:04am 
If it's stretching in blender, then yes, that's 100% a weight problem.

You'll want to weight bone per bone. So select a bone in weight paint, press r, and see how it rotates. Does it look bad? Then adjust which verts are weighted to that bone. Check surrounding bones too, to see if the verts you're adjusting are weighted to multiple bones.
Xaviruso 31 Dec, 2019 @ 9:08am 
Thanks, so, i did that a while ago but i failed miserably xD because i didnt adjust the weights. I think my work might not be entirely lost after all!!! Anyways, i managed to get the texture to load, and my mod looks way too fucking good for a stretching abomination lol, this result was better than i expected. The model is ok, the texture is applied, all left to do is making the hands, the arms and the left titty not... do whatever it is that stretching is lol. So when it comes to adjusting weights... what am i suposed to see, like the part near the center of the bone must be red or must it be the whole part that is affected or.... how does the coloring exactly work? Anyways, thank you so much, so far you just got me a lot of problems fixed and saved me a lot of time from figuring out on my own what the hell was going on!
Xaviruso 31 Dec, 2019 @ 9:11am 
OHHH OK, just a quick headsup for people that are running into the same problem as me regarding having good looking weights but badly moving parts, remember, when you move a bone, you are also moving the bones connected to that one, and thus affecting the vertices affected by those bones... i just figured i had one of the bandage bones accidentally moving a big chunk of the chest (go back to the other comment, thats the titty that was going nuts lol), Damn, this would have taken me ages to figure and locate the problem without your help, thanks.
green 31 Dec, 2019 @ 9:13am 
Ah no problem, I'm happy to help. ^_^

The colors (blue through red) represent the intensity of the weights (blue, no weight, red full weight). You can sorta use your own hands and body as a reference. Like, if I bend this bone, this muscle or body part moves.

You can also decompile another model, and use their weights as a reference (you can open two instances of Blender without a problem).
green 31 Dec, 2019 @ 9:14am 
Yes, rotating and posing the bones can help a lot. You can even press g (i think its g) in pose more or weight mode, to move a bone too.
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Date Posted: 26 Jan, 2019 @ 4:42am
Posts: 59