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Crowbar [Source Engine Modding Tool] CrowbarTool
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Crowbar [Source Engine Modding Tool] CrowbarTool
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Zeugziumy 14 Oct, 2015 @ 9:51am
[FIXED][BUG] TF2 Player Models not decompiling quite well.
Steps Taken:
1) Decompiled heavy.mdl;
2) Recompiled heavy.mdl.
Expected:
1) Correctly-recompiled model.
Issues:
1) Eyelides messed up and messy textures.
Operating System:
Windows 10 (64-bits)
Samples:
From Team Fortress 2

_________________________________________

I've seen some threads about compilation of TF2 Player Models, but I decided to create another one with more details.

I'm trying to compile "heavy.mdl" file. If I try compiling it without any changes, this line is appear:

ERROR: e:\users\gabriel\desktop\decompiled 0.29\heavy.qc(161): - Unknown replace model 'heavy_body1_model1'

Deleting this (and the other from the LODs) causes nothing to the model, and after doing this, my model is compiled. However, the eyelids are a bit messed up (way too open) and there's some messed up textures:

Modified: http://i.imgur.com/NBhusdV.png
Original: http://i.imgur.com/qQzZ7jE.png
(Texture issues: On the back and on white/red shirt)

Strangely, when adjusting the Flex settings, I noticed that, when pressing Random, One or Zero, the facial flex "animates" until going on that position, which doesn't happen on the original model.

I'm using the latest version (tested with 0.29 too). And I'm using a Windows 10 (64-bits).

On older versions of Crowbar, the $Neutral facial flex never worked, you had to remove that line in order to work. My theory is that the Neutral facial flex is not being compiled correctly, causing this "Googly" eyes to show up instead.

Thanks.
Last edited by ZeqMacaw; 24 Dec, 2020 @ 9:20am
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Showing 1-14 of 14 comments
If it's the same 'googly eyes' I'm thinking of, you need to add $upaxis Y into the QC. It flips the model, but the eyes roll around properly, so you'd just need to decompile and recompile a few times to get the model standing right again. Not sure if there's a better way to do it.

Crowbar's always been a tad funky with the eyelids, so you'd have to edit those lines. I'm not sure what would be the best lines for the game, but I've always used these when making ragdolls for Garry's Mod:
%CloseLidLoL = 0.5 + (left_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))
%CloseLidLoR = 0.5 + (right_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
%CloseLidUpL = 0.5 + (left_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))
%CloseLidUpR = 0.5 + (right_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))

As for the textures, my friend and I have been getting those errors as well and sadly neither of us know how to fix it. It never used to happen before.
Last edited by The Freakin' Scout's A Spy!; 24 Nov, 2015 @ 12:15am
Zeugziumy 24 Nov, 2015 @ 4:13am 
Yep, not sure why the textures mess up too. I've tried once the $upaxis technique, but it didn't worked well.

It has been about a month I've tried this, so I don't remember everything I did.
Don't mean to necro, but I just remembered this post while I was fiddling with things. It seems like Heavy's the only one affected by this nonsense and I think it has something to do with the .vta file. I actually just fixed the problem by importing Heavy's reference model in Blender, then the .vta, then exported both and recompiled with the new .vta file.
Last edited by The Freakin' Scout's A Spy!; 15 Feb, 2016 @ 4:39pm
ZeqMacaw 15 Feb, 2016 @ 5:30pm 
My guess is that the Blender Source Tools removes "problem" vertices from the VTA file. The "problem" vertices might be from Heavy being compiled in DMX format and some vertex animation info can not be decompiled to SMD format.
Zeugziumy 16 Feb, 2016 @ 6:37am 
Originally posted by The Freakin' Scout's A Spy!:
Don't mean to necro, but I just remembered this post while I was fiddling with things. It seems like Heavy's the only one affected by this nonsense and I think it has something to do with the .vta file. I actually just fixed the problem by importing Heavy's reference model in Blender, then the .vta, then exported both and recompiled with the new .vta file.

Nope, every class gets affected. I once downloaded a mod that disabled certain bodygroups (so the author had to compile the player models again). Everyone had their eyes bigger, and there were some texture issues with Demoman (texture stretch) and Scout (incorrect colors for the BLU hat), and maybe for the others which I haven't noticed.

Originally posted by ZeqMacaw:
My guess is that the Blender Source Tools removes "problem" vertices from the VTA file. The "problem" vertices might be from Heavy being compiled in DMX format and some vertex animation info can not be decompiled to SMD format.

I'm not sure if I remember, but I think I tried decompiling and compiling without opening the files on Blender, and I got the same results.
You're using 0.29, correct? Try 0.33; that's the one I used and didn't receive any problems aside from what I described with Heavy.
Zeugziumy 16 Feb, 2016 @ 3:30pm 
Originally posted by The Freakin' Scout's A Spy!:
You're using 0.29, correct? Try 0.33; that's the one I used and didn't receive any problems aside from what I described with Heavy.

I'll try it later, it has been months I did my last attempt on this.

Though, the Heavy was the one that I most wanted to edit :/
The author of this topic has marked a post as the answer to their question.
ZeqMacaw 19 Jan, 2018 @ 6:24pm 
Fixed for next release.
Zeugziumy 20 Jan, 2018 @ 3:38am 
Originally posted by ZeqMacaw:
Fixed for next release.

Wow, that's great to hear! Thank you for your hard work on Crowbar, it's amazing!
Just finished going through all the mercenaries and can confirm the fixes, however Heavy isn't going down without a fight.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1288000469
The texture bugs on the collar and his left wrist are perfectly fine along with any other things, but the right wrist on both standard and hardware morph models come out like this. I wanna guess that it's related to the Purity Fist bodygroup, but I have no idea how or why.

Either way, my trick from before with putting the main SMD file and the VTA file through Blender still help to fix the issue.
Last edited by The Freakin' Scout's A Spy!; 1 Feb, 2018 @ 2:19am
ZeqMacaw 23 Oct, 2019 @ 5:22am 
I have looked at this bug again and discovered that deleting this line from the QC file removes the problem with Heavy:
defaultflex frame 0
I do not understand why. I'll try to do more testing to see if that line is ever needed in a decompile.
Last edited by ZeqMacaw; 23 Oct, 2019 @ 5:22am
ZeqMacaw 25 Oct, 2019 @ 6:05am 
While working on the bug where all model vertices are written to a VTA file instead of just a bodygroup's vertices, I realized that was probably the cause of the weirdness with Heavy's recompiled model. After some testing with heavy and two other models from different games, my realization proved correct.

Thus, this reported bug will finally be closed, and the fix will be in next release.

It only took me 4 years. :rfacepalm::lunar2019crylaughingpig:
Originally posted by ZeqMacaw:
While working on the bug where all model vertices are written to a VTA file instead of just a bodygroup's vertices, I realized that was probably the cause of the weirdness with Heavy's recompiled model. After some testing with heavy and two other models from different games, my realization proved correct.

Thus, this reported bug will finally be closed, and the fix will be in next release.

It only took me 4 years. :rfacepalm::lunar2019crylaughingpig:
Hey hey, you still did it in the end, power to you. :HappySally:
ZeqMacaw 24 Dec, 2020 @ 9:20am 
A bit late to closing this report, but this was fixed in Crowbar 0.65.
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Date Posted: 14 Oct, 2015 @ 9:51am
Posts: 14