STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
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IN-GAME
7,545
ONLINE
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26 October, 2013
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Showing 1,001-1,010 of 1,152 entries
2
[FIXED][BUG] Crowbar 0.27 fails to extract all animations from ".mdl + .ani files"
5
[FIXED] Crowbar 0.27 puts compiled model into same folder where is .qc
28
Alternate Download Links and Archived Versions
Crowbar 0.27

Portable binary:
  • Crowbar_2015-07-14_0.27.7z[drive.google.com] (Released 14-Jul-2015) (188,993 bytes)
Source code:
  • Crowbar_2015-07-14_0.27_source.7z[drive.google.com] (Released 14-Jul-2015) (296,026 bytes)
Changelog:

=== General ===
  • Changed Decompile and Compile tabs to look and act similarly to one another.
  • Added a View tab that shows info about an MDL file directly and allows quick viewing of model in HLMV.
  • Added an Options tab that shows options for alternative ways to open MDL and QC files, as well as a folder of MDL or QC files.
  • Added several more games and mods to the default Setup Games list.

=== Decompile ===
  • Changed MDL File option to "MDL File or Folder" option, allowing user to select a folder, like in WinMerge.
  • Moved Decompile Log textbox and buttons from its own tab to bottom of Decompile tab.
  • Write decompiled files into same subfolder hierarchy as the MDL files subfolder hierarchy.
  • Added an option to create a folder for each model in the output folder.
  • Removed creation of logs folder.
  • Option to write or not write the decompile log.
  • Option to create "anims" subfolder for each model.
  • Option to "Group into QCI files".
  • Option to "Include $definebone lines".
  • Option to "Format for stricter importers", e.g. for use with MESA (smd importer for Maya).
  • Added a "Use in Compile" button for automatically copying the selected QC file name that was just decompiled to the Compile tab for compiling.
  • Several other interface changes.
  • Decompiling of *some* v49 ANI files. Still working out why some animations are still not decompiled correctly.
  • Added the decompiling of $ambientboost QC command.
  • Added the decompiling of $maxeyedeflection QC command.
  • Added the decompiling of these $animation options in the QC file:
    • localhierarchy
    • noanimation
  • Added the decompiling of these $sequence options in the QC file:
    • activitymodifier (These are used in MDL v49 models, such as the ones in Dota 2.)
    • localhierarchy
    • noanimation
    • posecycle
  • Added the decompiling of these $CollisionModel and $CollisionJoints options in the QC file:
    • $jointcollide
  • QC commands are written in "CamelCase" form rather than in all lowercase.
  • FIX: Flex rules decompiled with 0.19 are not decompiling in 0.24.
  • FIX: Some text stored in compiled files are read in using incorrect encoding (i.e. sometimes trying to read in more than one byte per char).
  • FIX: Some $Sequence lines show "@name" instead of SMD file name.
  • FIX: Redundant $WeightList blocks are written to QC file.

=== Compile ===
  • Changed interface to look and act similarly to Decompile tab.
  • Several other interface changes.
  • Options for "definebones" that include writing the generated $DefineBone lines to a QCI file ready for compiling.
  • Added a "Use in View" button for automatically copying the selected MDL file name that was just compiled to the View tab for viewing.

=== View ===
  • New View tab for viewing some basic info about an MDL file without needing to decompile or compile.
  • "View" button for opening a custom model in HLMV.
  • "View as Replacement" button for opening a replacement model in HLMV, which requires special preparation that Crowbar does automatically.
4
[NOTABUG] TF2 model doesn't decompile.
2
[DONE][REQ] Add option to restrict Crowbar to one instance.
1
Re-compiling Spy Model (TF2)
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.
1
[NOTABUG] Unnecessary / missing strings generated in $modelname, $cdmaterials and $texturegroup
2
[FIXED][BUG] Decompiler failed to parse expression
5
[FIXED][BUG] Model not decomping, only outputting a not finished QC file
Showing 1,001-1,010 of 1,152 entries