Blade Symphony

Blade Symphony

Blackmarket Armory
Make your own masks, swords, and other content and upload them to the game, viewable immediately by other players.
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Resources of the model failed to be loaded?
Welp, after doing a requested sword and getting everything set up, I get this error when trying to load the .mdl file

"The resources of the model failed to be loaded: models/My Steam ID/Sword Name/Sword Name.mdl"

Can I get some clarity what this means?
Did I screw up a texture somewhere?

Well, at the least, here's the log for me compiling the .mdl file, so maybe this might help

// Created by Crowbar 0.19.0.0

Compiling...

qdir: "c:\program files (x86)\steam\steamapps\common\blade symphony\workshop\models\76561198019638331\zangetsuv2sword\"
gamedir: "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\"
g_path: "zangetsuv2sword.qc"
Building binary model files...
Working on "zangetsuv2sword.qc"
SMD MODEL zangetsuv2sword.smd
SMD MODEL zangetsuv2sword_phys.smd
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models/76561198019638331\zangetsuv2sword\zangetsuv2sword.mdl:
bones 896 bytes (1)
animation x y ips angle
animations 128 bytes (1 anims) (1 frames) [0:01]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 4 bytes
keyvalues 0 bytes
bone transforms 0 bytes
bone flex driver 0 bytes
collision 0 bytes
total 1552
---------------------
writing C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models/76561198019638331\zangetsuv2sword\zangetsuv2sword.vvd:
vertices 0 bytes (0 vertices)
tangents 0 bytes (0 vertices)
total 64 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models/76561198019638331\zangetsuv2sword\zangetsuv2sword.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 0 bytes
strip groups: 0 bytes
strips: 0 bytes
verts: 0 bytes
indices: 0 bytes
bone changes: 8 bytes
everything: 72 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models/76561198019638331\zangetsuv2sword\zangetsuv2sword.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 0 bytes
strip groups: 0 bytes
strips: 0 bytes
verts: 0 bytes
indices: 0 bytes
bone changes: 8 bytes
everything: 72 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models/76561198019638331\zangetsuv2sword\zangetsuv2sword.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 0 bytes
strip groups: 0 bytes
strips: 0 bytes
verts: 0 bytes
indices: 0 bytes
bone changes: 8 bytes
everything: 72 bytes

Completed "zangetsuv2sword.qc"

Compiling...

I'm also using Autodesk Maya, how I've been exporting the SMD files is I've been adding both the sword model and the sword_grip bone to a layer (first I named the layer reference) and exported a SMD model that way, secondly, I renamed it to physics and exported the physics smd file, I'm posting this before I go and start retracing my steps incase this is an easy fix that I'm just being stupid enough to miss.
Last edited by Potato Doge ( ★ ★ ★ ); 12 Jul, 2014 @ 10:26pm
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Showing 1-15 of 18 comments
Possum 12 Jul, 2014 @ 10:48pm 
I've never finished any o this, but from what I remember maybe the bone is supposed to be on the same layer as the model. Stupid I know, if not that, make sure you've got the nomenclature on the bone and layer themselves before making an SMD phys file, might be case sensitive and you just mispelled. After that the only thing I could come up with is maybe your textures are indeed not compiling right.
Originally posted by DerekSamu2ai:
I've never finished any o this, but from what I remember maybe the bone is supposed to be on the same layer as the model. Stupid I know, if not that, make sure you've got the nomenclature on the bone and layer themselves before making an SMD phys file, might be case sensitive and you just mispelled. After that the only thing I could come up with is maybe your textures are indeed not compiling right.

See, I'm not entirely sure either, and this is annoying as I've been trying to get this work for awhile now.

I've done the layer stuff but I might not be doing it right(or maybe the export tool I'm using is not working, idk)
Last edited by Potato Doge ( ★ ★ ★ ); 12 Jul, 2014 @ 10:51pm
York 22 12 Jul, 2014 @ 11:35pm 
Sometimes this happens if you alt-tab while adding the info to the workshop upload page in the game.
Other than that, I don't really remember sorry :/
fug4life 31 13 Jul, 2014 @ 12:22am 
Resources failed to be loaded means there is an issue with your materials.
Either there is an error in the .vmt's or the model was not exported to a .smd with materials defined for it in the modeling program (to check the latter open the .smd in note pad and you should see the name of the material you specified referenced in multiple places).

Can you give us about 15 lines from the .smd and also all of your .vmt here.
Originally posted by fug4life:
Resources failed to be loaded means there is an issue with your materials.
Either there is an error in the .vmt's or the model was not exported to a .smd with materials defined for it in the modeling program (to check the latter open the .smd in note pad and you should see the name of the material you specified referenced in multiple places).

Can you give us about 15 lines from the .smd and also all of your .vmt here.

Edit:
Here's the lines from the smd file

version 1
nodes
000 "pCylinder1" -1
001 "sword_grip" -1
end
skeleton
time 0
0 0.00000 2.44260 0.00000 0.00000 0.00000 0.00000
1 0.00000 0.00000 0.00000 0.00000 0.00000 0.00000
end
triangles
end

There's no way at the moment for me to actually import the textures into the program I use(Autodesk Maya 2014)
and someone said I could skip the part so long as I had the stuff defined in the qc file

But let me post the vmt stuff too while fixing that one texture

QC for smd stuff
$modelname "76561198019638331\zangetsuv2sword\zangetsuv2sword.mdl" //Replace
$cdmaterials "models\76561198019638331\zangetsuv2sword" //Replace
$surfaceprop "metal"
$bonemerge sword_grip
$scale 1.0
$body "Body" "zangetsuv2sword.smd" //Replace
$sequence idle "zangetsuv2sword.smd" loop fps 1.00 //Replace
$collisionmodel "zangetsuv2sword_phys" //Replace
{
$mass 1
}

VMT for tracers

"UnlitTwoTexture"
{
"$basetexture" "76561198019638331/Zangetsuv2sword/Zangetsuv2sword"
"$texture2" "76561198019638331/Zangetsuv2sword/Zangetsuv2sword_dissolve"
"$model" 1
"$additive" 1
"$nocull" 1
"$color" "[0.76 0.76 0.76]"
}

VMT for Base texture/normal map/etc


"VertexLitGeneric"
{
"$model" 1
"$nocull" 1
"$surfaceprop" "Metal"

$basetexture "models/76561198019638331/Zangetsuv2sword/Zangetsuv2sword" //Replace

$bumpmap "models/76561198019638331/Zangetsuv2sword/Zangetsuv2sword_norm" //Replace
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapsaturation" "0.4"
"$envmapcontrast" "1"
"$envmaptint" "[0.4 0.4 0.4]"

"$phong" 1
$FORCEPHONG 1
"$phongalbedotint" "1"
"$phongfresnelranges" "[0.5 1 3]"
"$phongexponent" 100
"$phongexponenttexture" "models/76561198019638331/Zangetsuv2sword/Zangetsuv2sword_exp" //Replace
"$lightwarptexture" "models/shared/lightwarp_darken"
"$phongwarptexture" "models/shared/phongwarp_metallic1"
"$phongtint" "[0.6 0.6 0.6]"
"$phongboost" "110"
"$rimlight" "1"
"$rimlightboost" "4"
$rimlightexponent 1000


$CHARGEPASSENABLED 1
$CHARGENOISETEXTURE "Engine/noise-blur-256x256"
//$CHARGEAMOUNT 0.3
$CHARGEFRESNELPULSEENABLED 1

$CHARGESPECULARBOOST "1"
$CHARGEGLOWBOOST "1"
$CHARGEPULSESPEED "8"
$CHARGEDARKENMAXINNER "0.8"
$CHARGEDARKENMAXOUTER "1"

$CHARGENOISEAMOUNT "0.75"
$CHARGENOISEBASESCALE "0.1"
$CHARGENOISEFLOWSCALE "0.005"
$CHARGENOISEFLOWSPEED "25.0"

$CHARGEFRESNELPOWERMIN "0.1"
$CHARGEFRESNELPOWERMAX "4"
$CHARGEFRESNELAMOUNTMIN "0.4"
$CHARGEFRESNELAMOUNTMAX "2"
$CHARGEFRESNELNOISESPEED "4" //"20"
$CHARGEFRESNELNOISESCALE "30" //0.1
$CHARGEFRESNELNOISEDISTANCE "60"

$CHARGEMODULATEBYFRESNEL 1

//"$CHARGETEXTURE"
//"$CHARGENORMALTEXTURE"

$CHARGEAXISFWD "[1 0 0]"
$CHARGEAXISLEFT "[0 0 1]"
$CHARGEAXISUP "[0 -1 0]"
"$PHONGEXPONENTTINTMASKENABLE" 1

"Proxies"
{
"PlayerTint"
{
}
"PlayerChargeEffect"
{
"resultvar" "$chargeamount"
}
"PlayerChargeColor"
{
"resultvar" "$chargeColor"
}
}
}
Last edited by Potato Doge ( ★ ★ ★ ); 13 Jul, 2014 @ 8:01am
Mickey 8 13 Jul, 2014 @ 8:16am 
This has happened to me but only when I misnamed a material file or did not convert the materials to .vtfs I recommend you check that out. If that's not it its your .vmt or you do not have your materials in the right folder.
fug4life 31 13 Jul, 2014 @ 9:00am 
Ok sorry first 30 lines from the .smd (15 didn't give me the info, I wanted).
Originally posted by fug4life:
Ok sorry first 30 lines from the .smd (15 didn't give me the info, I wanted).

No no, that is ALL the lines, the fact you said the line count went over 15 is what makes me thing it had something to do with the smd export(or maybe I screwed up the entire process in maya and need to do some stuff)
fug4life 31 13 Jul, 2014 @ 12:06pm 
You can still assign a material to it in 3dsmax, just use Zangetsuv2sword.tga/.png/.bmp
Then once expoerted with materials assigned you can use the 'replace' function in notepad to change the exstension.
Originally posted by fug4life:
You can still assign a material to it in 3dsmax, just use Zangetsuv2sword.tga/.png/.bmp
Then once expoerted with materials assigned you can use the 'replace' function in notepad to change the exstension.

I'm using Autodesk Maya, not 3DS Max, the issue is not the materials/textures, it's the models themselves, after exporting it and reopening it back up, they become two joints instead of a model and bone joint(I found out I didn't have the bone created, I got it done, and then tried re-exporting it, it still ended up making both a joint instead of one of them being a model and one being the joint(as it's supposed to be.)

http://i971.photobucket.com/albums/ae198/Hakuno-Wolf/screenshot_zpsdccb085a.png~original

One of the left is what it looks like after exporting it, on the right is how it is set up(Mind the sword_grip is now actually a bone and not another model)

Now, if assigning a material to the model somehow makes the export tool make it a model in the SMD Export(which makes little sense to me, but that might just be inexperience), then the issue at that point would be finding a vtf plugin, but again, everyone says(and has been making) their swords without assigning a material/texture to the model before exporting it as an SMD file.
Last edited by Potato Doge ( ★ ★ ★ ); 13 Jul, 2014 @ 12:16pm
fug4life 31 13 Jul, 2014 @ 12:48pm 
At the moment according to your exported .smd no UV texture triangle information is being exported, that's all I can tell I don't really know much about Maya :\

But your .smd needs something like this below:

version 1 nodes 0 "sword_grip" -1 end skeleton time 0 0 0.027330 0.000000 -0.097500 1.570797 0.000000 -1.570790 end triangles longsword 0 -0.393404 -3.512093 1.613820 -0.850746 -0.427673 0.305494 0.552859 -0.383033 1 0 1.000000 0 -0.305135 -3.468181 1.848691 -0.477595 -0.859951 0.179964 0.548916 -0.393555 1 0 1.000000 0 -0.313052 -3.154171 2.013752 -0.897046 0.417978 0.143538 0.517907 -0.401493 1 0 1.000000 longsword 0 -0.254789 -3.047807 1.939267 -0.066906 0.995916 0.060612 0.511113 -0.398575 1 0 1.000000 0 -0.347762 -3.030315 1.766900 -0.237297 0.957774 0.162354 0.512198 -0.390950 1 0 1.000000 0 -0.277526 -3.091596 2.038007 -0.348616 0.932796 0.091428 0.517907 -0.401493 1 0 1.000000 longsword 0 -0.347762 -3.030315 1.766900 -0.237297 0.957774 0.162354 0.512198 -0.390950 1 0 1.000000 0 -0.313052 -3.154171 2.013752 -0.897046 0.417978 0.143538 0.517907 -0.401493 1 0 1.000000 0 -0.277526 -3.091596 2.038007 -0.348616 0.932796 0.091428 0.517907 -0.401493 1 0 1.000000 longsword 0 -0.347762 -3.030315 1.766900 -0.237297 0.957774 0.162354 0.512198 -0.390950 1 0 1.000000 0 -0.471066 -3.019905 1.578637 -0.885188 -0.325624 0.332282 0.508660 -0.381457 1 0 1.000000 0 -0.313052 -3.154171 2.013752 -0.897046 0.417978 0.143538 0.517907 -0.401493 1 0 1.000000 longsword 0 -0.393404 -3.512093 1.613820 -0.850746 -0.427673 0.305494 0.552859 -0.383033 1 0 1.000000 0 -0.313052 -3.154171 2.013752 -0.897046 0.417978 0.143538 0.517907 -0.401493 1 0 1.000000 0 -0.471066 -3.019905 1.578637 -0.885188 -0.325624 0.332282 0.508660 -0.381457 1 0 1.000000


Wait, I understand that UV map is needed for texturing and what not, is it also there for the model itself as well?
Last edited by Potato Doge ( ★ ★ ★ ); 13 Jul, 2014 @ 1:19pm
fug4life 31 13 Jul, 2014 @ 2:11pm 
https://developer.valvesoftware.com/wiki/SMD

Yes the .smd has the bone info of your model as well as the texture mapping information.
Originally posted by fug4life:
https://developer.valvesoftware.com/wiki/SMD

Yes the .smd has the bone info of your model as well as the texture mapping information.

Alright, it's gotta be something with either the smd export tool or something, do you know if the material applied from the textures actually creates the model info or would that be something else?
jes 17 13 Jul, 2014 @ 3:22pm 
You /are/ uv mapped and materialed, correct?
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