STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
1,861
IN-GAME
10,201
ONLINE
Founded
26 October, 2013
Language
English
Showing 1-10 of 122 entries
2
[BUG] 0.74 visual bug; unpack path is weird
0
Are you planning to...
7
[REQ] Pause compilation/decompilation
Doh, My bad, sorry Max, it was late when I scanned the topic....

Problem with that kind of request is that Crowbar is just a handler, it passes information to StudioMDL which is a separate process.
I don't believe that there is a pause function in StudioMDL. Once the process starts, you either let it complete or send a kill command to stop it and move on. (Could be wrong here, I haven't checked).

Yeah, No Pause function:

usage: studiomdl [options] <file.qc>
options:
[-a <normal_blend_angle>]
[-checklengths]
[-d] - dump glview files
[-definebones]
[-f] - flip all triangles
[-fullcollide] - don't truncate really big collisionmodels
[-game <gamedir>]
[-h] - dump hboxes
[-i] - ignore warnings
[-minlod <lod>] - truncate to highest detail <lod>
[-n] - tag bad normals
[-perf] report perf info upon compiling model
[-printbones]
[-printgraph]
[-quiet] - operate silently
[-r] - tag reversed
[-t <texture>]
[-x360] - generate xbox360 output
[-nox360] - disable xbox360 output(default)
[-fastbuild] - write a single vertex windings file
[-nowarnings] - disable warnings
[-dumpmaterials] - dump out material names
[-mdlreport] model.mdl - report perf info
[-mdlreportspreadsheet] - report perf info as a comma-delimited spreadsheet
[-striplods] - use only lod0
[-overridedefinebones] - equivalent to specifying $unlockdefinebones in .qc file
[-stripmodel] - process binary model files and strip extra lod data
[-stripvhv] - strip hardware verts to match the stripped model
[-vsi] - generate stripping information .vsi file - can be used on .mdl files too
[-allowdebug]
[-ihvtest]
[-overridedefinebones]
[-verbose]
[-makefile]
[-verify]
[-fastbuild]
[-maxwarnings]
[-preview]
[-dumpmaterials]
[-basedir]
[-tempcontent]
[-nop4]
26
Need some Help porting stuff to Half-life Source
Oh for Gall Sakes... Try this... I added a 1 to the end of the Act_ commands.
like activity "ACT_VM_PRIMARYATTACK" 1 <-- I added the 1
...........>8___8<...........

// Created by Crowbar 0.71

$modelname "v_shotgun.mdl"

//$cd "." <-- Commented Out the QC will be in the Export folder

$cliptotextures

$scale 1.0

$bodygroup "studio"
{
studio "hev_hands.smd"
}

$bodygroup "studio"
{
studio "shotgun_renewed.smd"
}

$cdmaterials "models/b_shotgun"

$attachment 0 "Bone48" 0 -13.4 0
$attachment 1 "Bone48" 0 -6.5 0

$cbox 0 0 0 0 0 0

$bbox 0 0 0 0 0 0

$hbox 0 "Bone01" -1.72 -8.9 -1.02 1.99 0.02 1.09
$hbox 0 "Bone_Lefthand" -1.52 -3.282021 -0.41 1.25 0 0.672795
$hbox 0 "Bone02" -0.54 -16.17 -1.49 0.54 8.9 4.83
$hbox 0 "Bone52" -0.75 -7.2 -1.48 0.76 0.73 0.8
$hbox 0 "Bone04" -1.98 -8.88 -1.02 1.73 0.03 1.09
$hbox 0 "Bone_Righthand" -1.34 -2.98 -0.41 1.43 0 0.62

$sequence "sm_idle" {
activity "ACT_VM_IDLE" 1
"v_shotgun_anims\sm_idle.smd"
fps 12
loop
}

$sequence "shoot" {
activity "ACT_VM_PRIMARYATTACK" 1
"v_shotgun_anims\shoot.smd"
{ event 5001 0 "31" }
{ event 5005 22 }
fps 32
}

$sequence "shoot_big" {
activity "ACT_VM_SECONDARYATTACK" 1
"v_shotgun_anims\shoot_big.smd"
{ event 5001 0 "41" }
{ event 5005 18 }
{ event 5005 40 }
{ event 5004 22 "weapons/scock1.wav" }
fps 31
}

$sequence "reload" {
activity "ACT_VM_RELOAD" 1
"v_shotgun_anims\reload.smd"
fps 65
}

$sequence "pump" {
activity "ACT_SHOTGUN_PUMP" 1
"v_shotgun_anims\pump.smd"
{ event 2 5 }
fps 38
}

$sequence "start_reload" {
"v_shotgun_anims\start_reload.smd"
fps 30
}

$sequence "draw" {
activity "ACT_VM_DRAW" 1
"v_shotgun_anims\draw.smd"
{ event 5004 1 "weapons/shotgundraw.wav" }
{ event 5004 11 "weapons/scock1.wav" }
fps 30
}

$sequence "reholster" {
activity "ACT_VM_HOLSTER" 1
"v_shotgun_anims\reholster.smd"
fps 12
}

$sequence "idle4" {
activity "ACT_SHOTGUN_IDLE4" 1
"v_shotgun_anims\idle4.smd"
fps 12
loop
}

$sequence "deepidle" {
activity "ACT_SHOTGUN_IDLE_DEEP" 1
"v_shotgun_anims\deepidle.smd"
fps 16
loop
}
Try this....

//QC Test
//Place this QC in your Exports folder
//make sure the animation SMDs are in
//the <export folder>\v_shotgun_anims folder

// Created by Crowbar 0.71

$modelname "v_shotgun.mdl"

//$cd "." <-- Commented Out the QC will be in the Export folder

$cliptotextures

$scale 1.0

$bodygroup "studio"
{
studio "hev_hands.smd"
}

$bodygroup "studio"
{
studio "shotgun_renewed.smd"
}

$cdmaterials "models/b_shotgun"

$attachment 0 "Bone48" 0 -13.4 0
$attachment 1 "Bone48" 0 -6.5 0

$cbox 0 0 0 0 0 0

$bbox 0 0 0 0 0 0

$hbox 0 "Bone01" -1.72 -8.9 -1.02 1.99 0.02 1.09
$hbox 0 "Bone_Lefthand" -1.52 -3.282021 -0.41 1.25 0 0.672795
$hbox 0 "Bone02" -0.54 -16.17 -1.49 0.54 8.9 4.83
$hbox 0 "Bone52" -0.75 -7.2 -1.48 0.76 0.73 0.8
$hbox 0 "Bone04" -1.98 -8.88 -1.02 1.73 0.03 1.09
$hbox 0 "Bone_Righthand" -1.34 -2.98 -0.41 1.43 0 0.62

$sequence "sm_idle" {
activity "ACT_VM_IDLE"
"v_shotgun_anims\sm_idle.smd"
fps 12
loop
}

$sequence "shoot" {
activity "ACT_VM_PRIMARYATTACK"
"v_shotgun_anims\shoot.smd"
{ event 5001 0 "31" }
{ event 5005 22 }
fps 32
}

$sequence "shoot_big" {
activity "ACT_VM_SECONDARYATTACK"
"v_shotgun_anims\shoot_big.smd"
{ event 5001 0 "41" }
{ event 5005 18 }
{ event 5005 40 }
{ event 5004 22 "weapons/scock1.wav" }
fps 31
}

$sequence "reload" {
activity "ACT_VM_RELOAD"
"v_shotgun_anims\reload.smd"
fps 65
}

$sequence "pump" {
activity "ACT_SHOTGUN_PUMP"
"v_shotgun_anims\pump.smd"
{ event 2 5 }
fps 38
}

$sequence "start_reload" {
"v_shotgun_anims\start_reload.smd"
fps 30
}

$sequence "draw" {
activity "ACT_VM_DRAW"
"v_shotgun_anims\draw.smd"
{ event 5004 1 "weapons/shotgundraw.wav" }
{ event 5004 11 "weapons/scock1.wav" }
fps 30
}

$sequence "reholster" {
activity "ACT_VM_HOLSTER"
"v_shotgun_anims\reholster.smd"
fps 12
}

$sequence "idle4" {
activity "ACT_SHOTGUN_IDLE4"
"v_shotgun_anims\idle4.smd"
fps 12
loop
}

$sequence "deepidle" {
activity "ACT_SHOTGUN_IDLE_DEEP"
"v_shotgun_anims\deepidle.smd"
fps 16
loop
}
Showing 1-10 of 122 entries