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Crowbar [Source Engine Modding Tool] CrowbarTool
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Squid Eevee 12 Jul, 2015 @ 7:37am
Re-compiling Spy Model (TF2)
Steps Taken:
1. Decompile Spy model.
2. Edit .qc without changing number of materials (Trying to create team coloured eyes).
3. Recompile model from .qc.

Expected:
Model would recompile with no issues.

Issues:
Compiler says that the material limit has been reached (32) and aborts the operation. I understand why this is happening but what I don't get is that TF2 has 130 approx. materials in this model by default for each of the Spy's disguises.

Operating System:
Windows 8.1

Samples:
All the textures used for the spy (I only modified the existing ones)
$texturegroup "skinfamilies" { { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "models\player\spy\mask_spy.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "models\player\spy\mask_spy.vmt" } { "spy_head_red_invun.vmt" "eyeball_invun.vmt" "eyeball_invun.vmt" "spy_red_invun.vmt" "\..\..\effects\invulnfx_red.vmt" } { "spy_head_blue_invun.vmt" "eyeball_invun_blue.vmt" "eyeball_invun_blue.vmt" "spy_blue_invun.vmt" "\..\..\effects\invulnfx_blue.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_scout.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "spy_blue.vmt" "mask_scout.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_sniper.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "mask_sniper.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_soldier.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "mask_soldier.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_demo.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "mask_demo.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_medic.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "mask_medic.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_heavy.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "mask_heavy.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_pyro.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "mask_pyro.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "models\player\spy\mask_spy.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "models\player\spy\mask_spy.vmt" } { "models\player\spy\spy_head_red.vmt" "models\player\spy\eyeball_l.vmt" "models\player\spy\eyeball_r.vmt" "models\player\spy\spy_red.vmt" "mask_engi.vmt" } { "spy_head_blue.vmt" "models\player\spy\eyeball_l_blue.vmt" "models\player\spy\eyeball_r_blue.vmt" "spy_blue.vmt" "mask_engi.vmt" } { "spy_head_red_zombie_alphatest.vmt" "eyeball_zombie.vmt" "eyeball_zombie.vmt" "spy_red_zombie_alphatest.vmt" "models\player\spy\mask_spy.vmt" } { "spy_head_blue_zombie_alphatest.vmt" "eyeball_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_alphatest.vmt" "models\player\spy\mask_spy.vmt" } { "spy_head_red_zombie_invun.vmt" "eyeball_zombie.vmt" "eyeball_zombie.vmt" "spy_red_zombie_invun.vmt" "\..\..\effects\invulnfx_red.vmt" } { "spy_head_blue_zombie_invun.vmt" "eyeball_zombie.vmt" "eyeball_zombie.vmt" "spy_blue_zombie_invun.vmt" "\..\..\effects\invulnfx_blue.vmt" } }

Is there anything that can be done about this so that I have all files?
Last edited by ZeqMacaw; 12 Jul, 2015 @ 8:22am
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ZeqMacaw 12 Jul, 2015 @ 8:22am 
This does not appear to be a bug with Crowbar. I used Crowbar 0.24 to decompile the TF2 spy.mdl and the QC shows this:
// This list shows the VMT files used in the SMD files. // "models\player\spy\spy_red.vmt" // "models\player\spy\spy_head_red.vmt" // "models\player\spy\eyeball_l.vmt" // "models\player\spy\eyeball_r.vmt" // "models\player\spy\mask_spy.vmt" // "spy_blue.vmt" // "spy_head_blue.vmt" // "spy_red_invun.vmt" // "spy_head_red_invun.vmt" // "eyeball_invun.vmt" // "\..\..\effects\invulnfx_red.vmt" // "spy_blue_invun.vmt" // "spy_head_blue_invun.vmt" // "\..\..\effects\invulnfx_blue.vmt" // "mask_scout.vmt" // "mask_sniper.vmt" // "mask_soldier.vmt" // "mask_demo.vmt" // "mask_medic.vmt" // "mask_heavy.vmt" // "mask_pyro.vmt" // "mask_engi.vmt" // "spy_red_zombie_alphatest.vmt" // "spy_head_red_zombie_alphatest.vmt" // "eyeball_zombie.vmt" // "spy_blue_zombie_alphatest.vmt" // "spy_head_blue_zombie_alphatest.vmt" // "spy_red_zombie_invun.vmt" // "spy_head_red_zombie_invun.vmt" // "spy_blue_zombie_invun.vmt" // "spy_head_blue_zombie_invun.vmt" // "models\player\spy\hwm\spy_head_red.vmt"

That list shows exactly 32 materials are used. Compiling from the decompiled files (with no changes) succeeds.

Possibly, the "eyeball_l_blue.vmt" and "eyeball_r_blue.vmt" in your QC is the problem. Neither file is used by the original.

EDIT: The $texturegroup list of materials does not affect the count of materials used. The count is of the different material file names listed in the mesh SMD files, which Crowbar helpfully lists in the comments I pasted from the QC file. The materials listed in $texturegroup refer to the ones in the SMD files.
Last edited by ZeqMacaw; 12 Jul, 2015 @ 8:34am
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Date Posted: 12 Jul, 2015 @ 7:37am
Posts: 1